hotness 0
News

Overgrowth update 1.2 maakt vijanden slimmer en gevechten moeilijker

Gepost door

Overgrowth heeft een nieuwe update. Versie 1.2 is naar buiten gebracht en brengt veranderingen aan combat en de AI met zich mee. Dit maakt alle moeilijkheidsgraden boven Casual een stuk moeilijker.

Dit is uitgevoerd door de aanvalsmagneet, die je dichter bij vijanden plaatst, te verwijderen en vijanden minder agressief te maken. Dat laatste klinkt tegenstrijdig maar werkt omdat de vijanden dan een veel minder voorspelbaar aanvalspatroon krijgen.

Daarnaast is de krachtige jump-kick generfd. Niet door de kracht van de aanval te verlagen, maar door ervoor te zorgen dat vijanden uit de weg rollen of net voordat je op ze landt aanvallen. Dit zou de aanval minder overpowered moeten maken.

De complete patch notes zijn als volgt:

Gameplay:

  • Added back per-character aggression setting (only applies in hardcore or higher), and made AI a bit more cautious on higher difficulty levels
  • Disabled attack “magnet” in anything but "casual" mode
  • Made AI roll away from jump kicks
  • Made it harder to hit large characters as the difficulty increases
  • Made shoulder throw require you to be closer at higher difficulty levels
  • Made cat offhand throwing more fair

Performance:

  • Improved script performance of ragdolled NPCs
  • Added setting to disable Depth of Field

Reliability:

  • Added better error messages for many game launch failures
  • Added file backup system while while saving a map (at "../Overgrowth/Data/Levels/backup/")
  • Print progress on loading screen when nav mesh is generating (if no loading screen image is present)
  • Fixed error when showing nav mesh on OSX
  • Improved non-english language file system support
  • Fixed some problems with texture atlas bleeding when texture sizes changed (decals, mostly)
  • Enabled stack trace error logging on OSX
  • Fixed many crash bugs, especially when working with mods

Modding/editor:

  • Improved vignette and depth of field behavior in split screen mode
  • Improved error messages in Mods menu
  • Bumped up supported mod count to 256
  • Added "Species" character script param (just affects behavior, not other script params or appearance)
  • Added ability to specify character controller script per-character-instance or per-level
  • Many editor UI improvements
  • Many additions to Angelscript interface, including split screen controls, and hotspot->object connections
  • Added angelscript debugger
  • Made "press any key to continue" pulse, so you know level load finished
  • Fixed problems setting sky texture
  • Fixed issues with character eye target in the dialogue editor
  • Fixed File -> New, File -> Open, and File -> "Save Level As..." hotkeys
  • Fixed several editor bugs with grouped objects

Overgrowth story:

  • Made some enemies in Level 1 and Level 2 more aggressive, and more navigation clean up
  • Fixed a few small bugs in other levels

Therium 2 story:

  • Fixed progress unlock and story completion icons
  • Made it impossible to bypass Jairo's dialogue on Begin
  • Made it impossible to slide up fences on Prologue
  • Improvements to collision/stairs
  • Made it so you can't pick up enemy weapon scabbards
  • Fixed infinite Prologue meeting dialogue loop
  • Replaced most static spikes with impaling spikes

0 reacties op "Overgrowth update 1.2 maakt vijanden slimmer en gevechten moeilijker"