Hello everyone!
Here I am, back again. This time to give you some info
and what you’re expecting the most: A release date.
The next version is going to be the 0.4.253.
The release date will be: 2-8-2021
But, please, make sure you read everything below so
you can understand what you gonna find on it.
“0.4.253” Yeah, “253” that’s a lot of stuff done in
much less time than for the previous release xD.
Anyway, below you’ll find some stuff from the
Changelog, (you’ll be able to read more with the release, in the “CONTROLS
& CHANGELOG” text file) but first I want to give more details on some
areas.
First and foremost, the new level/mission.
+New+ Playable Mission/level
This is now the first mission when you enter the
mission selector. Why? Because here’s where you can unlock your new weaponry.
Let me tell you, it’s not a very easy task to unlock
everything in there, but definitely doable.
IMPORTANT: Make sure, you reach the goal in time,
otherwise you’ll lose whatever you’ve unlocked
Unlocking a weapon, will give you access to it on
every other mission, but remember you have to find it on that mission as well.
+New+ Dynamic Difficulty System (similar to the
one seen on some RE games)
Yeah, you may find that, overall, the Arena is harder
now. We found that the inventory was easily bloated with ammo and/or herbs so
we tweaked that a bit.
But also made some deep changes to the difficulty
overall, just like some Resident Evil games have (RE7, RE2 Remake and even RE5
but I never noticed on this one xD). What this basically means, if you never
heard about this is that, if you’re pro, the game will become gradually harder
for you, while if you get hit or die a lot, the game will become easier. You’ll
want to make sure you never fool around too much without your clothes on, as
hits in that state can be quite big. You’ve been warned xD.
Obviously, it’s probably not perfect as it is right
now and we’ll be tweaking it with future releases.
This system right now, affects:
·
The damage you inflict
·
The damage received
·
The enemies’ HP
·
The enemies’ Strength
·
The inputs you need to get freed from
a grapple
+Change+ Improvements made for Infected Weight
maps
This is something that was pretty noticeable in
previous versions. In the pelvis area the weights were all wrong causing some
strange deformations on enemies’ gens, especially when bending over.
But fixing this caused a side-effect, I didn’t notice
about until I was on other stuff, and that is, that the majority of clothes for
them now causes clipping. I didn’t lose time fixing those, since it’s not that
important for this release. But still wanted to let you know, so you’re aware
of that and that we know about it, so no need to report it as a bug.
+New+ New weaponry + sounds for them
You already know this and I have nothing especial to
talk about that apart from saying that the total number of weapons now is 7.
The thing is that this new weaponry required new damage reactions for enemies. I
started adding them and noticed how poorly I coded them (well, that’s somehow
reflected in how they behave during play). Well, to the point, even if I fixed
a lot of problems with them (like the one allowing them to grab you through
“jump-over” surfaces or another one where they can grab you when they’re
dying), you may notice they glitch sometimes like dying in idle (this mainly
happens when you kill them the moment, they were trying to grab you) and stuff
like that. For now, just ignore that, because, since the next release will be
focused in adding the first boss, we’ll take the chance to optimize the enemy
from scratch using proper tools to make their AI and all, so this way we can
derive all enemies from a very robust base.
+New+ “Call your attention” system for items and
other things of interest (will be allowed to turn that off in
the future)
Where you sometimes mad because it was too hard to
find the items required to progress? Well, this one’s for you. Almost every
interactable part of a level, will now call your attention from far enough. As
mentioned, you’ll be able to turn that off in the future, because not everyone
wants to have those pop-ups (I’ve read so many complaints about that on RE2
Remake xD).
+New+ Sexttack system + 19 new animations
Yeah, as it sounds, some new animations have been
added along with a new system that makes the Sexttack system to be aware of its
surroundings. This way you can see animations against walls or lying on floor
when there’s enough space. Keep in mind though that they can trigger just as
much as the previous ones, meaning they’ll happen randomly.
+New+ The Big guy can now be killed with some
weapons
You asked for it? You now have it! But I’ll let you
discover the weapons that can kill him. Sorry, I’m vile XD. Anyway, being
killable doesn’t mean he’s easy to fight with. That’s why there’s also this: +New+
Julia can now free from Big guy’s grab (but not Sexttack). Yeah, you can
now fight your way out of the Big Guy’s grabbing, but the moment you fall for
his Sexttack, you’re done, you can’t free from that.
Also, keep this “+New+ The Big guy can now jump”
in mind… Hehehe.
+New+ Now all the Missions are unlocked from the
very beginning. You don’t like a Mission? You don’t have to play
it anymore
As it sounds, you don’t have to unlock Missions now
and don’t have to play a Mission you don’t like (well, unless you want to
unlock something that’s only unlockable through that very mission). But, it’s
very recommended to play the first one, since it’s the one where you can unlock
the new weaponry.
+Change+ The inventory does not save anymore
between levels, to avoid for now the problems that may be caused by engine
updates
Maybe you remember that with the previous release, the
old save didn’t work anymore, because, updating the engine brought many
internal changes to structures and things like that. So, for now, and to avoid
that, we decided to get rid of that function. Now at the start of every mission
you’ll see some useful items to help you get on the mission (like the handgun
and some ammo). This adds a plus to difficulty as well since you can’t grind
ammo from one mission to the next anymore (yeah, I know you’ll hate me for this
XD).
+New+ A WIP system to forbid the aiming when the
arms would go through an obstacle
This is what it says, but what I want to comment about
this is that in the very last moment I found a bug on this and it’s
specifically happening on one area, the Sewers. If you aim close to the water
areas, you won’t be able to, since it’s taking like if that was an obstacle.
That will be fixed in the next release for sure. But you may report if you find
other places where this happens.
And I think that’s all I wanted to explain. So here I
let you with part of the Changelog:
-v0.4.253-
+New+ A very
WIP corrective shapes system for Julia
+New+ New
weaponry + sounds for them
+New+
Total revamp of the weapon mechanics made from scratch
+New+
Total revamp of player mechanics, changing to a fully FSM oriented system
+New+
Total revamp of the animation system for the player, adapted to the new FSM
oriented system
+New+
Julia now has different IDLE animations
+New+
Custom bullet case mesh for the assault rifle made by Badguy292 (a huge thanks
to him <3)
+New+ A
WIP system to forbid the aiming when the arms would go through an obstacle
+New+
“Call your attention” system for items and other things of interest (will be
allowed to turn that off in the future)
+New+
Playable Mission/level
+New+
System to unlock weapons under certain conditions
+New+
Screen fade system to work with the “call your attention” system
+New+
Sexttack camera system, allowing it to go through objects making them
transparent instead of clipping into Julia or the Infected
+New+
Sexttack system + 19 new animations
+New+
Julia can now free from Big guy’s grab (but not Sexttack)
+New+ The
Big guy can now be killed with some weapons
+New+ The
Big guy can now jump
+New+
Dynamic Difficulty System (similar to the one seen on some RE games)
+New+ UI
to show a new parameter for the new Mission
+New+ Now
all the Missions are unlocked from the very beginning. You don’t like a
Mission? You don’t have to play it anymore
+New+
Fantasy Cards and codes
+Change+
New improvements made for Julia’s model
+Change+
Textures for Julia improved
+Change+
The size of the damage effect for certain weapons
+Change+
Improvements made for Infected Weight maps
+Change+
Temporarily made the knife to show in the belt as if it was in its sheaths.
This will remain or not based on your input
+Change+
Big optimization pass made on Tick code for Julia, making it to only execute
what it’s strictly necessary
+Change+
Made Julia’s flashlight a bit stronger
+Change+
Some corrective shapes remain disabled until a Control Rig gets implemented
+Change+
The new weaponry is now available in all the Missions when unlocked
+Change+
The inventory does not save anymore between levels, to avoid for now the
problems that may be caused by engine updates (like what has happened with
0.3.198 Rev.2 to Rev.3)
+Change+
Reorganized the Missions. The new Mission is now Mission 1, for coherence
reasons
+Change+ A
big optimization pass has been made to the Cave, reducing the drawing distance
cost, and mainly texture sizes, etc.
+Change+
The version number to the new one
+Fix+
Enemies keep respawning in front of Julia when there’s no other place to
respawn
+Fix+
Quickly spamming the Quick-Knife button causes a soft-lock making Julia to keep
attacking forever until restart or getting hit
+Fix+
Aiming while in an IDLE animation variant make Julia to repeat such animation
when stop the aiming
+Fix+
Footstep sounds doubles sometimes due to the new animation system
+Fix+
Animations when aiming with certain weapons aren’t looping correctly
+Fix+ Many
actions while aiming causes the weapon reticle to keep showing on screen
+Fix+
Reloading without aiming makes Julia to not rotate in the movement direction
+Fix+
Enemies lying on the floor while dying allow the player to make CQC on them
+Fix+
Trying to get a second item just right after getting one, causes Julia to
soft-lock
+Fix+ The
bullet case for certain weapon is not appearing
+Fix+
Unequipping a weapon while aiming causes the reticle to keep showing on screen,
the camera to stay like she was aiming and gets Julia into a soft-lock
+Fix+ It’s
possible to make CQCs even when Julia is getting hit or even in floor
+Fix+
Animation for two directions while aiming with the handgun aren’t well looped
causing jumps in Julia while moving during aiming
+Fix+ The camera
is showing black borders during grapples and Sexttacks
+Fix+
During a grapple the equipped weapon doesn’t disappear
+Fix+
During the getting free from a grapple animation the equipped weapon will
disappear and after that it won’t appear again
+Fix+ Not
all VXS emblems are shootable on the Cave
+Fix+
There’s a hole between two walls in the Mansion on both Missions where the
Mansion is
+Fix+
There’s no visual effect of raining on the Exterior but only sound effect
+Fix+ The
unlocking notifications sometimes just make the sound but don’t appear on
screen
+Fix+
Enemies can grab Julia through any object whose height is below the enemy’s
chest
+Fix+
Enemies can grab Julia in the very exact moment of receiving a deadly shot,
making the process to getting grabbed and therefore Sexttacked by an
invisible/dead enemy
Please make sure to take care and stay safe <3
See ya in the next report.
-Meguido