Full notes
Full Unknightly update
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Repeated intro
Hello everyone! It's been a little over a week since we've released the last major update (#3), We've enjoyed receiving the overall positive feedback so far! So we've got a pretty exciting minor update for you guys! As always with minor updates I'll do my best to keep it as short and to the point as possible:
What changed
- UI and audio
- Events
- Gameplay
- Balance
- Performance
AI Animations - "Body Language" :
We've done some significant work on improving the AI's animations from a practical standpoint, which means it will now be more clear what the AI is thinking based on its body language. A few quick examples:
When a guard has seen something suspicious, it will now turn its head to that location to have a look. This might sound minor but it goes a long way in letting the player know that guard is on to something.
Another example when a guard has heard some noise he will have a look left and right (even if he's still patrolling) as well as throw in some voice lines letting the player know that guard is building up suspicion.
A guard's body animations become more excessive the more suspicious he becomes, showing that he is on edge.
Guard "Suspicion State" Thresholds Increased :
Guards will now take more time to transition between suspicion states allowing more time for players to recognize that a guard is becoming aware of their presence and take action. (Stats for nerds: as an example, a guard will need to become about 60% more suspicion in order to transition into a phase where they physically go and check out a specific location). Additionally guards will now have reactions to suspicious events while they are in patrolling/guarding state. These reactions will kick in before they reach the point of stopping and turning around (you could think of this as new intermediary state between "idle" and "turning around"). This again means the player will be able to better assess what that guard is thinking.
Oculus Rift Key Mapping Changes:
As was requested for quite a while by many of our Rift players, we've switched around the Grip and Trigger buttons' functionality. So now - for Rift users - the Grip button will be used for climbing and grabbing objects and the trigger for using the dagger. Enjoy <3
Other Minor Features :
AI Sight range increased by about 30% so they can now farther into the distance.
Fixed a bug with AI's sight which was causing the AI's field of view to be (in some cases) smaller than intended.
Guards chasing the player will now be able to catch up with him once that player is low on stamina and can't run fast enough.
Configured the game to be able to play sound even without having window focus (being on top) - this is a good thing to have in general but was primarily done to help players that had different issues with the game's sound not working for different reasons.
Fixed bug that caused game to crash in very rare cases, due to an infinite loop error :S
Alright, I hope you all enjoy these new features and fixes! We'll be sharing our plans for the upcoming major content patch very soon in a discussion on the forums as usual.
Looking forward to you feedback on the recent changes <3 !
Source
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