Changes Back again with another update! We've pushed a lot of these updates already this week, but it's about time to catalogue all of the changes that we can remember.
In this update4
Full notes
Full The Rebellion update
Read the full published notes in a cleaner layout. The original post stays linked below.
What changed
1 fix7 additions5 changes0 removals
Gameplay
Fixes
UI and audio
Balance
addedChangesBack again with another update! We've pushed a lot of these updates already this week, but it's about time to catalogue all of the changes that we can remember. You'll find new, fun physics mechanics, better hit feedback, and a more clear loadout menu among other things in this weeks push.
fixedTaking Advantage of the New RagdollIf you've familiarized yourself with our poise system in The Rebellion; then you'll know that it's possible to completely knock down units, turning them into a ragdoll temporarily (this same effect happens on death as well). Up until now, we haven't really put much attention into the ragdoll physics, so units used to kind of just turn into gelatin then collapse after being poise broken. Units would also tend to fall through the world; fortunately we've completely fixed this bug. Furthermore, we've had a breakthrough and improved the rag dolls to be in a much more acceptable state.
addedTaking Advantage of the New RagdollKnocking someone over with the new ragdoll
changedTaking Advantage of the New RagdollNow with this change, we've decided to take advantage of UE4's physics system. When breaking or killing an enemy, the impact of the weapon will fire an impulse out, pushing the ragdoll in the direction of the force. The strength of the force is determined by the weight of the hit unit and the force of the weapon used; with the heavier weapons, this can get a little ridiculous (fun!).
changedTaking Advantage of the New RagdollThis is something we're really excited about; and with such a big project it's not every day we get to spend time on a fun mechanic like this. But since we have, it's gonna open up a lot of opportunities for interesting gameplay later on, too.
addedBetter Hit FeedbackAs we transition into the combat revamp we'll be doing this month, we felt it was a good time to add in some UI feedback for hitting or being hit while in third person mode. The primary goal here was to make it more clear when an attack hits, deflects, or partially hits a target. Now an icon will show up on the target's health bar, indicating the type of hit the enemy has received.
Brute starting health350→300↓Brute starting health decreased, nerfBrute starting poise300→200↓Brute starting poise decreased, nerf-Easy :5minutes→12minutes↑-Easy : increased, buff-Easy : To 12 minutes from 5 minutes -Normal :5minutes→10minutes↑-Easy : To 12 minutes from 5 minutes -Normal : increased, buff
The Rebellion changes
addedBack again with another update! We've pushed a lot of these updates already this week, but it's about time to catalogue all of the changes that we can remember. You'll find new, fun physics mechanics, better hit feedback, and a more clear loadout menu among other things in this weeks push.
fixedIf you've familiarized yourself with our poise system in The Rebellion; then you'll know that it's possible to completely knock down units, turning them into a ragdoll temporarily (this same effect happens on death as well). Up until now, we haven't really put much attention into the ragdoll physics, so units used to kind of just turn into gelatin then collapse after being poise broken. Units would also tend to fall through the world; fortunately we've completely fixed this bug. Furthermore, we've had a breakthrough and improved the rag dolls to be in a much more acceptable state.
addedKnocking someone over with the new ragdoll
changedNow with this change, we've decided to take advantage of UE4's physics system. When breaking or killing an enemy, the impact of the weapon will fire an impulse out, pushing the ragdoll in the direction of the force. The strength of the force is determined by the weight of the hit unit and the force of the weapon used; with the heavier weapons, this can get a little ridiculous (fun!).
changedThis is something we're really excited about; and with such a big project it's not every day we get to spend time on a fun mechanic like this. But since we have, it's gonna open up a lot of opportunities for interesting gameplay later on, too.
Changes
Back again with another update! We've pushed a lot of these updates already this week, but it's about time to catalogue all of the changes that we can remember. You'll find new, fun physics mechanics, better hit feedback, and a more clear loadout menu among other things in this weeks push.
If you've familiarized yourself with our poise system in The Rebellion; then you'll know that it's possible to completely knock down units, turning them into a ragdoll temporarily (this same effect happens on death as well). Up until now, we haven't really put much attention into the ragdoll physics, so units used to kind of just turn into gelatin then collapse after being poise broken. Units would also tend to fall through the world; fortunately we've completely fixed this bug. Furthermore, we've had a breakthrough and improved the rag dolls to be in a much more acceptable state.
Knocking someone over with the new ragdoll
Now with this change, we've decided to take advantage of UE4's physics system. When breaking or killing an enemy, the impact of the weapon will fire an impulse out, pushing the ragdoll in the direction of the force. The strength of the force is determined by the weight of the hit unit and the force of the weapon used; with the heavier weapons, this can get a little ridiculous (fun!).
Sending some foes into the trench below
This is something we're really excited about; and with such a big project it's not every day we get to spend time on a fun mechanic like this. But since we have, it's gonna open up a lot of opportunities for interesting gameplay later on, too.
Clearing a wave of enemies; the true power of knockback!
Better Hit Feedback
As we transition into the combat revamp we'll be doing this month, we felt it was a good time to add in some UI feedback for hitting or being hit while in third person mode. The primary goal here was to make it more clear when an attack hits, deflects, or partially hits a target. Now an icon will show up on the target's health bar, indicating the type of hit the enemy has received.
The new hit notifiers; first a partial hit, then a deflect, and finally a full hit.
We've applied this same concept to being hit as well. When hit, the borders of your screen will flash for a short time in order to display what kind of hit was received. White means total deflection, orange means you've taken a partial hit, and a red splatter mean's you've taken a full hit.
The new hero danger notifiers; first a deflection, then a partial hit, lastly a full hit.
Balancing
We've listened to player feedback, and after testing a lot ourselves we've come to the conclusion that Wave Defense is still a bit too difficult; especially for beginners. These changes should make the mode a bit more forgiving.
Decreased Brute starting health to 300 from 350
Decreased Brute starting poise to 200 from 300
Added new NPC defenders at several locations
The preparation timer has been increased and will change depending on difficulty.
-Easy : To 12 minutes from 5 minutes -Normal : To 10 minutes from 5 minutes -Nightmare/Hard : To 8 minutes from 5 minutes
Other Changes
The new loadout menu should make things a bit more clear.