What changed
1 fix2 additions1 change0 removals
changedMain game & demo (minus projectile rework) updated with :
fixedcomplete rework of all projectile sounds & improved Firewall arrows dispersion - enemies reaction nerfed a bit to be less robotic - shield wasn't vibrating when arrows hitting it - jump/ horse jump stopping movement issue corrected - Enemy weapon grabbing is back - Dismemberment issue corrected - New option to remove warlords from custom batlle on custom battle unit screen - Damage from dropped enemy weapon removed - Reworked telekinesis spell - Corrected issue on Mod shrine - Corrected issue on stabbing rotation
addedModding : - Item Module support : To create custom modules that can be added to all custom weapons - Game Module support : To create custom module at global game level. - 2 pre-integrated test modules : An item module to add any existing spell to any custom weapon A game module to add telekinesis power as long as you're holding any weapon (even a shield) in game (Mod attached for testing purpose) - SDK support for generic object loader - this will allow any modder to load whatever object, sfx, vfx, etc he wants in the game - updated SDK to come - A first version of GameInfo singleton to allow easy access for modders to all important scripts in game (player health, controller state, game state, etc)
addedDecamove : - Decamove support for hips based navigation If decamove is streaming position, hips based navigation will be automatically enabled. You can calibrate the decamove heading to match HMD heading pressing A on Keyboard.
Tales Of Glory changes
changedMain game & demo (minus projectile rework) updated with :
fixedcomplete rework of all projectile sounds & improved Firewall arrows dispersion - enemies reaction nerfed a bit to be less robotic - shield wasn't vibrating when arrows hitting it - jump/ horse jump stopping movement issue corrected - Enemy weapon grabbing is back - Dismemberment issue corrected - New option to remove warlords from custom batlle on custom battle unit screen - Damage from dropped enemy weapon removed - Reworked telekinesis spell - Corrected issue on Mod shrine - Corrected issue on stabbing rotation
addedModding : - Item Module support : To create custom modules that can be added to all custom weapons - Game Module support : To create custom module at global game level. - 2 pre-integrated test modules : An item module to add any existing spell to any custom weapon A game module to add telekinesis power as long as you're holding any weapon (even a shield) in game (Mod attached for testing purpose) - SDK support for generic object loader - this will allow any modder to load whatever object, sfx, vfx, etc he wants in the game - updated SDK to come - A first version of GameInfo singleton to allow easy access for modders to all important scripts in game (player health, controller state, game state, etc)
addedDecamove : - Decamove support for hips based navigation If decamove is streaming position, hips based navigation will be automatically enabled. You can calibrate the decamove heading to match HMD heading pressing A on Keyboard.
Main game & demo (minus projectile rework) updated with :
Migration to lastest unity 2019 LTS version
Modding : - Item Module support : To create custom modules that can be added to all custom weapons - Game Module support : To create custom module at global game level. - 2 pre-integrated test modules : An item module to add any existing spell to any custom weapon A game module to add telekinesis power as long as you're holding any weapon (even a shield) in game (Mod attached for testing purpose) - SDK support for generic object loader - this will allow any modder to load whatever object, sfx, vfx, etc he wants in the game - updated SDK to come - A first version of GameInfo singleton to allow easy access for modders to all important scripts in game (player health, controller state, game state, etc)
Decamove : - Decamove support for hips based navigation If decamove is streaming position, hips based navigation will be automatically enabled. You can calibrate the decamove heading to match HMD heading pressing A on Keyboard.