Added a Bunch of new Soundeffects
UI now displays if you get a new journal entry
UI Sounds for Leveling up and getting a new journal entry
Torch Sounds
Fixed Enemies just threatening you roughly a million times at once and then immediately attacking you, instead of waiting for their threatanimation to finish before playing the next
Fixed Issue with NPCs sometimes just not being able to walk after making changes to the Game
Ambient Sounds
Textured Owl statue
Textured Playership
Finished Farm/CrashedTrain Terrain
Floating Perimeter Obelisks
Castle Ruins
Setup Forest Temple Entry
FinalTower Island
Added remaining Magic spells
Minor Bugfixes and Adjustments
Magic bugfixes
Alternate Dialog Areas for more advanced Quest progression
Adjusted Weapon collisions to CCD to maybe get rid of them sometimes not dealing Damage
Adjusted AI in order for it to immediately draw their weapons upon being hit
Runes no scale their damage with your Mysticism attribute like other weapons with str/foc/myt
Fixed Skeletons and other aggressive enemies failing to realize the target they are trying to kill is actually the target they are trying to kill
Minor Bugfixes and Adjustments
>>376896172
Thank you I kind of needed that, today was a low day, I found more old Bugs reoccuring that I thought I had fixed then actually fixed new ones. Maybe tomorrow will be better.I'll try to not dissapoint next DD.
Fixed Adol ( and other NPCs) occasionally having their Dialog camera break
Fixed Adol not having his Name displayed
Fixed RMB using all consumables in the Inventory at once
Disabled VR and Oculus support in hopes of fixing Steam overlay issues
Enemies now move forward during their Attack in order to extend their Reach
Player only takes half a step back when blocking and then returns to his old position, instead of taking a full step backwards in order to allow easier counterhits
Enemies no longer jump backwards when being blocked, but instead get stunned in place, also to allow for easier counterhitting
Fixed issue with Maggots not getting stunned when being blocked
Increased Falldamage
Creatures that are getting hit while being stunned break out of their Stun now.
More Dialog animations
Added Desireable navigation Areas ( Pathways etc.) which will be prefered by the AI if possible.
Fixed some Sounds missing Attenuation settings
Fixed issue with first 1H Attack activating hitboxes too late
Creatures no longer dodge when in front of a wall or cliff
Some creatures ( Humanoids with Weapons ) can now also block your attacks instead of just dodging, stunning you in the Process, just like you do to them
Redid Creature AI (again) using BT now
Certain Interactions ( like sleeping i.e. ) can now block creatures from seeing or hearing anything
Renamed Learnpoints to Attribute Points for now
Adjusted some Flicker thanks to Overlap
Disabled a bunch of Networking Plugins to hopefully remove the Firewall access request
Creatures and Player shouldn't get knocked out for infinite amounts of Time anymore
New Looting Animation for NPCs when they take back their Stolen stuff from you
Core AI Rework to eliminate most AI related Bugs
Can't Jump anymore while being knocked down - pressing space while now also attempt to stand back up first
(more didn't fit, included in next Progress Post once I get back into it)
Can't fall through the Floor anymore in certain Situations
Allied AI Agents no longer start attacking each other instead of the Player
Animated Wolfrat and put it into Game
AI can once again display ambient Dialog messages in certain conditions
AI can call allies to help again
More environment work
Cave Lighting Volumes
Sounds when using Items from the inventory, equipping Armor or weaponry, or drawing your weapons
Fixed some minor issues with Guards just holding their Hands weirdly in front instead of properly crossing their Arms
Fixed clipping issues with NPC Medium Knight and Druid Armor, aswell as a misaligned part on one of the peasant shirts
Static Sounds for some animations
Reworked Lighting (again)
New Transition curve for day/night cycle, causing days to feel longer and dawn/dusk more impactful
More seperation in Cave Volumes for better transition between caves and outdoors
Footsteps, changing based on which material you walk on
Fixed issues with sound volume not adjusting based on distance
Weapon Trails
NPC Models for missing Knight and Pirate Armors
Fixed issues with Inventory render targets
Fixed wrongly assigned names and descriptions for some weapons
Fixed some wrongly assigned physicsmaterials and added missing ones
Adjusted footstep volumes
Music System, with different playlists for day / night and if you're in a special volume ( caves, forest, ruins, etc.)
Smoother fading between musical areas
Fixed some Soundeffect timings
Fixed Magic system
Torch items
Caves are a tiny bit lighter now so you can actually see at least something without light (its still pretty much useless to go in without a lightsource)
AreaVolumes now can set individual desired GI and Light Intensity, not all caves need to be equally dark anymore
Can't deposit loot in dead people anymore
Can't sell equipped items anymore
Torches now only hold a fixed Time and actually Illuminate the Area once lit
Fixed torch equip animation
Owlwiz Armor and light Landsknecht Armor done
Removed old and unused AttackData and HitActorComponent Code to speed up attack calculations and eliminate performance issue
Fixed ranged weapons not displaying last hit creature
Dead enemies don't ragdoll anymore but play their death animation if they have one (or stand in place weirdly if I haven't made their animation yet)
Fixed Weapons not falling to the ground and being lootable when owner died
Removed lag on Dying creatures
Can no longer try and loot dead bodies without anything in them, in order to make it easier/possible to pickup Items under them
Dropped Weapons can be picked up Again
Reduced project memory size by ~60%
Last Progress Post of 2021, I'm too burned out to fix anymore Bugs today. But I'm happy to have fixed some major once, especially the performance issues
When NPC rotates during interaction, dialog camera now swaps to a different view to still show his face when being talked to
Fixed Footsteps not playing when the Floor angle is too steep
Creatures that get hit during interaction should no longer fall through the floor
Arms no longer move when dying while having a weapon equipped
Creatures that get hit during interaction no longer ignore their attacker in order to try and stand up properly first, instead they immediately get knocked out of it
Jump Sound now only plays once when actually jumping not everytime the jump button is pressed
Creatures will now prefer certain paths over othes ( read humans will rather take the bridge then walk through the river if it isn't too much of a detour )
Torch carrying Animation
Fixed Humans falling backwards when dying having weird artifacts due to animation displacement
Changed Damage Types to sharp and blunt, since enemies never use range attacks and thus armor has more value
Fixed System messages not displaying correctly
Added a simple loading screen image to new game to mask the transition
Fixed Pomaodevs weird obsession with Arrowquivers
Fixed Error message display when equipping weapons while just meeting requirements
Can't open Inventory when knocked out anymore
Can't be knocked out for immensely long times anymore when getting overkilled by huge amounts
Can't be knocked out forever when getting destroyed while in the middle of an attack or otherwise immobilizing action
AI can't dodge anymore while being stunned
Creatures now only try to dodge if you're facing them and are in weapon range
Adjusted Weapon and Creature Attack Radii
Can walk over Corpses again
When a Creature gets too close to another one which it is defensive or agressive towards it will now immediately enter combat instead of threatening the Player to leave first
Equip sounds for all Armor pieces
Equip sounds for sharp weapons
Shooting sound for bows and crossbows
Dead Creatures no longer block the way
Maggots are now stupid and super agressive towards everything, not trying to dodge or intimitate opponents first, just going in and attacking
>>366701002
I know, I'm a failure.
More work on City
Began working on Post Process Mat to get better lighting results
Finished all new Weapons apart from Flavortexts/Itemdescriptions
New higher res textures for Things that had Textures with too low resolution
Finished missing Textures
Fixed Collision issues with some Trees (again)
Bow Animations
Redid Crossbow animations
Finished all Armors apart from Flavortexts/Itemdescriptions
Put Denzel in and setup his Routine
EarthLizard next to Ruins no longer cry for help when getting hit, allowing player to pull singles with ranged weapons
Fixed Issue with NPCs just running into things instead of interacting with them
Blocking now tries to parry enemy attack stunning them briefly on hit, allowing for a save counterattack
Removed various Debug Messages
Items now need to be in Line of Sight to be pickable
Fixed some Items not being pickupable anymore because of the new LoS check
Resized Weaponmodels a bit
Fixed Equipped Items blocking the LoS to pickable Items
Added Owl
Fixed Camera crosshair issues
New Bird Enemy
Reworked Combat Animations
More work on Titlescreen
Reworked landing Animations
Directional Attacks
Adjusted Candle brightness from Sun-bright to candle-bright
That one single Stonestands light near the road is no longer broken
Player can't eviscerate people with her bare hands anymore
Blocking now correctly stuns enemies, preventing them from doing any action for a while or until hit with a damaging hit
New NPC basic body models and textures ( shorter pants as another option, multiple pant colors )
Fixed some Armor clipping issues on NPCs
Some NPC Clothing
Second Town Entrance
Basic Creature Sound System
Some animation sounds for swinging weapons, drinking things etc. ( not all done yet)
Fixed some more Lighting issues
Fixed some Texture issues
CoalPillar Things for ruins
Lizardmen Skeleton and parts
Fixed some skeleton issues with Animations causing humanoids to be squashed to player size
>>365553086
Merry Christmas Anon!
Your fortune: The poster above you has been very very naughty!
Translated Intro Dialog to English
Fixed Fistfighting doing more damage then most weapon ( now does consistently 1 damage only ) ( instead of this it needs to scale on some kind of Strength, so animals do viable damage instead of only doing 1 dmgg ) <- just have it be str only, and weapons do weaponDMG + str, adjust health accordingly
Fixed Wild animals talking to you when threatening you to leave their Area
Adjusted Monster/Item/NPC/Player stats
Adjusted Ambient Threaten/Protection/Thievery messages
Removed Poise from Interfaces, as the stat no longer exists ingame
Adjusted some Interface text
Began Work on Title Screen backdrop
Particle Effect on Ruin Crystal
Finished new Player Texture
Fixed Issue with parts of the Poise System still remaining causing Player to not flinch when getting hit
Now all thats left is some minor adjustments, removing som edebug lines/text, and then building for DD
Can no longer try to equip melee weapon by using the range weapon equipping button when no range weapon is equipped
Can now draw equipped ranged weapons when no melee weapon is equipped
Crossbow bolts are no longer dealing an overpowered 1000 damage, but now 1 damage as intended
NPC names are no longer visible endlessly after knocking them down, but only when in range
NPCs can now punch again and actually deal damage doing so
Stealing works again
StateActors no longer change states randomly during loading
Selling ArrowPouches no longer seems to copy them
There are still Bugs left, but those aren't in the Content that's supposed to be finished by DD, so I can fix them later. Apart from one visual bug that I'm just too lazy to fix right now, so it's gonna be in the DD build
Ranged weapons can now only be used if at least 1 ammo is available, and attacking will consume it
Projectiles will now spawn at the right location instead of in the player
When drawing/stowing Ranged weapons, the crosshair will now enable/disable correctly
Equipped Ranged Weapons will now be saved correctly
Projectile now flies with given speed into Aim direction
Projectiles correctly calculate and damage other Creatures on hit, or break when hitting terrain
Fixed Issue with equipped Weapons not always being added into the Players Inventory after loading
Fixed Issue with Armor not being added to Inventory when being told to be added to Inventory
Still thinking about how to access the Crosshair being blocked by the Player model situation, wether I want to keep it as is, fade out the player model around it, shift the camera to the side when in ranged combat mode or something else
Worked on building up motivation to fix and add missing animations
Thought up some ideas for Ranged / Melee weapon designs to model and add next
Player can now pick up Coinpouches / Ammopouches to add multiple of the same item at once instead of always having to pick everything up individually
Some design work on Map Doodads ( not modelled yet )
Began thinking of a new tutorial area design
Thought up some new more "Fantasy" sounding names for NPCs
Split Knockdown timings for getting knocked unconscious and falling from to height into seperate values for finer control
Moving during Blocking is no longer possible
Reduced range between EarthLizards observing potential threats and reacting to them
Creatures should no longer just stand on their preferred combat range for an indefinite amount of time waiting for the player to make a move sometimes, but always take some kind of action after a certain time to not cause scared players to potentially stay in combat forever
Creatures should now focus their attention only to potentially dangerous threats, instead of looking confused at their allies when any danger comes close
Apparently you can execute people while already executing them, resulting in double the experience. Still working on replicating the Bug
Creatures getting Struck in combat can now (sometimes correctly) call their friends to help if they have any
Unconscious creatures no longer rotate towards the player when getting looted
Pickup/Interact Highlights should no longer appear while in combat stance
Minor Adjustments to various methods for a better flow
Players can now equip and use melee and ranged weapons simultanously ( still some minor things to be added here )
Player now puts his weapons away if he is accessing his inventory
Player no longer softlocks when opening Inventory exactly while drawing a weapon
Now only hides Weapons held in your hand when consuming items, instead of all weapons
Creatures can no longer draw a ranged weapon if they have none equipped
Inventory now correctly displays all equipped weapons/Armor as equipped
Unequipping a single weapon no longer unequips the other type aswell
Inventory now displays all keys you can press to draw the specific weapon ( based on its type and user settings )
Inventory no longer displays the amount of an item you have in the stack if the stack is only 1 item high ( so weapons i.e. dont always display a small 1 in the bottom left, since they cant stack )
More Work on New Map
Finished Layout of the Intro Dungeon
Added small Falldamage trap to Intro Dungeon for Unaware people to fall into
Added attachable Belt lanterns to clear the darkness ( aren't marked as equipped yet when opening the Inventory, AttachAnimation needs to be mirrored, as socket is on the other side of the pelvis )
Creatures now check for overlapping actors on beginPlay
Added Keyholes ( switches that require a certain Item in Inventories to work )
Doors now Slide open when their switch is activated instead of teleporting open
Fixed Issue with Switches not Rotating Actors correctly
Fixed Keyholes displaying the wrong Interaction Headline
Dialog Choices can now also require QuestHints to be not known and/or items to be not owned in order to be displayed
Modelled, Unwrapped and Weighted new EarthLizard Enemy
Textured EarthLizard Enemy
Animated EarthLizard Enemy
setup EarthLizard Enemy in Engine
Fixed AI not working on non-human Creatures
Fixed Attacking not working when target is already overlapping the attack hitbox
Fixed Interaction not working when target is already overlapping the interact hitbox
Removed Captain, added back Pomaodev
Added Parts of Pomaodevs new Hut
Added Intro Dialog for Pomaodev
Made Key Model and Added Key into the Game properly, instead of Placeholder Bread
Made Door Model and Added into the Game properly
Pomaodev Tutorial Character now gets removed correctly once Player moves far enough into the ruins
Written First Part of MainQuest that walks through the Tutorial
Fix EarthLizard corpses not displaying name/highlight when dead
Fixed falldown animation sometimes playing multiple times
Fix InteractionAnimation playing if the player is missing the correct item
Fixed Fallmontage playing when ending animations
Fixed One Dialog Line focusing the wrong person
Dialog now can display some ending Text before closing if you select a choice without follow-up choices
Changed Ancient Stonewalls from Greyish to a more brownish tone ( might change back again )
Fixed Player "name" appearing in textboxes spoken by the player instead of not displaying a name
Fixed some Bugs with Material Highlighting
Increased Falldamage Lethality height drastically ( might reduce a bit later )
"Fixed" EarthLizard Eating Spots not working correctly (Just redid it exactly the same, now it works )
Fixed Issue with Navmesh not having correct MaxSlope Angle causing NPCs to be unable to walk over certain Stairs
Adjusted Agressiveness and Sensing-Radius of Tutorial Enemy, so you can't just ignore him as easily
Fixed Player getting Softlocked when moving during pressing Switches
More work on the new Map
Player can now interact with Interactables again without breaking it
When the Player sleeps in beds, he can skip some time and restore his health if he chooses that Dialog option
Player can now Toggle Run and Walk if desired, using Shift/Strg
Creatures can no longer be talked to when in Combat or threatening the Player
When Attacked during Dialog, Creatures will now close that Dialog ( if they are a part of it, doesn't work when Player is attacked yet )
Threat messages and Enemy healthbars don't last as long on HUD as before
Began Work on the Intro/Tutorial Area
More Work on the new Map
Creatures can now have Allies which support them in Combat
Surrounding Creatures that are interested should now observe Fights going on, and give out Dialog
Creatures that get hit now also close TradeScreens, not only Dialogs they're part of ( also works for player now )
Creature AI no longer wanders off when Trading with the Player, even if the trade is not initialized through Dialog for some reason
Switches and their corresponding Objects now save and load their states correctly
Dialog Choices now have requirements you may need to fullfill before they are being displayed
You can now get/complete quests and gain/loose xp or items through Dialog
If you gain or loose items (apart from picking them up or buying) it will now be displayed on the HUD
Fixed nauseating camera jigger during Dialog
Adjusted 8 Directional dodging instead of rotating into the desired direction and then dodging forward
Fixed Sickles using their backside to hit instead of only the sharp side
Fixed Combat Hitboxes overlapping undesired things
Found bug with very first hit in the game using fists sometimes not registering
Began Layout of the PyramidValley Intro Area
Added Stairs instead of ramps
reworked world aligned textures to also take into account object rotation, fixing some minor graphical issues
Reworked Dodge animations to look a bit better (hopefully)
Falling from too high will now alter players fall animation and force him to stand up once he hit the ground to hard, instead of just landing as normally
Added JumpStart/Jumpland animations
Added Animations for lying on the floor ( either dead/unconscious or for whatever else reason) aswell as their standing up animations
Fixed some weird animations issues with strafing
Maybe fixed player sliding along the floor thanks to animations being too slow
Adjusted Weapon hitboxes
Added Cowardly behaviour for AI
Re-added AI ability to attack and block
Creatures can now Dodge your attacks either pre-emptively or after they already got hit, if they aren't as fast in recognizing
Creatures that are knocked down thanks to falling from too high or receiving too much nonlethal damage will now try to stand up as fast as possible instead of giving up and lying down forever
Added delay to standing up after falling / after getting knocked unconscious
disabled certain menus while unconscious
creatures will now knock you unconscious instead of killing you if you have specific tags
Fixed some issues with being able to continue walking when holding down walking while jumping and landing from high heights
When you attack while an unconscious creature is right in front of you, you will actively murder it instead of just attacking ( only if there are no other combatants in front of you, as to not interrupt combat)
Fixed Issue with weapon carry mode changing when falling from high enough to take damage, but not high enough to fall flat on your face
Fixed Issue being able to draw your weapon while falling down, causing ugly animation glitches
Creatures return to their default behaviour if they knocked you unconscious instead of continuing to try and hit your body
Creatures you knocked unconscious don't try to kill you for the rest of their lives anymore
Items can now have owners, which try to knock you out if they see you take it, and if they succeed take it back ( no looting animation yet tho)
Fixed Issue where Players would kill themselves rather then getting knocked out by their enemy
You can now rob unconscious people
Continued work on the New Map
Creatures now take an amount of your cash, depending on how much of a thug they are when they knock you out, in addition to all the items you stole from them
You can no longer continue looting unconscious creatures after they have woken back up
Ambient Dialog/Text can now be displayed in the Generic HUD without Creatures being forced to talk to you
Creatures who get robbed / try to intimidate you and have actual text to say ( read: humans ) will now use the above AmbientText function to do so.
Far away Creatures (100+ meters ) will regenerate to full around midnight, to simulate them sleeping to regenerate health, instead of staying on low health for the remainder of the game
Fixed Inventory dublicating some items on loading the game
Added option to close any kind of menu by pressing any of the other menu buttons aswell
Fixed Quests not being saved/loaded in correctly
Fixed Wine getting eaten not drunk
Fixed some NPCs not charging for stuff when you buy it
Slowed down player a bit to hopefully improve sliding issues
Began working on the new and improved Map ( less weird inclines to get stuck on, more recognizable landmarks/ layout to find your way easier, more verticality to fall off and die from)
Fixed some issues with water clipping through itself
Rewrote AI from Scratch to hopefully be bugfree now ( combat mode currently wip )
Fixed Creatures standing up when being talked to
Dialog now starts AFTER the creature has stopped interacting and turned to the player, not during
Creatures that get hit no longer teleport their weapons in their hands, but have to actually draw them first
Changed Inventory controls from "leftclick select, right click use", to "hover select, click use" keyboard bindings should still work unchanged
Reworked Monologue to choice driven Dialogues
DialogPartners turn to each other, even when not interacting with something
Dialog now displays name of creatures again, based on who's talking right now
Dialog specific cameras and Animations exist again
Dialog backdrops now hide when nothing is to display
Player now turns towards whoever she's talking to
Systems and Character menu now pause the game when in them
Deathscreen should no longer overlap other Widgets
Non-accessible UI now closes when open before dying
Re-added Waterwave options to Watershader
Selecting Dialog Choices now highlights them properly
Dialog choices no longer get scaled weird when there's too much room for them
Cleaned up Combat a bit ( hopefully Hitboxes and Attacks don't feel as broken anymore )
Inventory is now sorted
AI now prefers waiting in a safe distance when not attacking instead of always hugging the player
AI now is cautious of approaching creatures before deciding wether to fight them or not ( some extra radius where they stop eating/sleeping/whatever, and start observing the creature that just came by)
Fixed issue with wrong items being picked up instead of latest to be in range
added Item highlighting on being able to pick up
Potentially Fixed Save/Load issues
Reduced Health back to Normal values since Saving/Loading seems to be working for now
Fixed Interaction markers showing in combat
Fixed dead enemies not being immediately lootable but requiring re-entering their range
Fixed equipped items after loading not being marked as equipped
Added Workaround for Displaying which Quest is currently selected in the Questlog
Fixed AI cancelling their work when someone they don't care came to close / moved to far away
Added a Debug Game over Screen for clarity
Adjusted AI Attack timings to better work with the new block system
( Changed Poise damage to fully apply to enemies and apply half to self when blocking )
Lightened Caves up a bit
Disabled being able to save when dead
made textures for books
Added more Vegetation
First balancing pass
Translated Texts
Setup AI friends and enemies
Added Lights to Bar and Farmhouses
Adjusted DayNight Timings
Fixed Spikepigs and Bunnies getting stuck in the Air after ending an interaction
Found even more bugs in the AI
Deleted Global Post Processing that wasn't doing anything useful
Setup Questrewards correctly
adjusted speed of Spikepigs
Fixed NPCs not stopping to rotate towards player when Dialog ends, causing them to sometimes sit in the air
Fixed Quests giving 1 Item to much in rewards (i.e. 2 maps instead of 1)
Fixed Hitboxes not always deactivating after getting struck while swinging, causing weapons to just hit everything they touch
Added Post Process volumes to caves so player can see in them
Removed weird looking fog for now
Added Map Item ( non functional for now )
moved blocking to real blocking instead of parrying to better work with my messed up combat
increased stun duration on poise break for you and enemies
moved camera closer
Textured Spikepigs
Textured Skeletons
Texture a lot of different furniture items and doodads
placed some buckets
adjusted AI to not strike in fixed intervalls but a bit random
Setup AI to sometimes try to block (going into a defensive stance, not reacting to enemies attacks)
Fixed object values resetting on any change in the project
Fixed wrong text appearing during trade/loot window
Fixed Rendertargets for items not rendering in packaged build
Fixed other issues related to building for DD
Increased Player health to account for poor/missing feedback in combat thanks to shit animations and no sound, and missing load function
Uploaded this mess to DD
Adjusted Inventory controls ( Left click now selects items, consumes only if already selected, right click immediately selects and consumes, right click only seems to work with double clicking in trade Inventory for some reason, I'm looking into that)
Changed debug title backdrop to include short control and "intro" text to allow players to more easily find their way while its a WIP
fixed fatal error when trying to sell items
fixed spam messages when trying to buy/sell item
fixed PotionshopGirls missing routine
Quartered Cloud speed
Added another Rock so that one guard doesn't get stuck when trying to reach his post
I'm not gonna upload a new build for DD, but maybe before Stream starts, depending on how much progress I make on bugfixes until then