Before we get into everything that's in this update, we need to address the elephant in the room. Most of you don't closely follow the game's development, and this was to say the least an unusually long time between updates. Exanima is an unusual game, filled with features you won't see elsewhere, probably because no other developer is stupid enough to attempt them, let alone all of them at once. It has grown far beyond its original scope, with layers of complexity that create an organically rich experience, but also multiply into something extremely difficult to develop and inevitably flawed in some ways. We've toiled endlessly to remove the flaws while making it richer still, in response to the desires of our players and the varying ambitions of our team pushing the envelope further. It's been a chaotic growth, but it doesn't have to make sense, this isn't just some game to us, it's our life's work and consuming passion. We built this game entirely from scratch, our own engine, asset and world building tools and everything to fulfil our unique purpose. It's an insane endeavour, especially for a team as small as ours, but it's also what makes it special, and we hope you can appreciate that.
With that out of the way, let's talk update. Bear with us, it would probably be easier to talk about what hasn't changed. This is the last major update before the 1.0 release, there are huge content additions, but also huge foundational changes to try to address every major problem we ran into throughout the game's development, deliver on things promised, pave the road for the complete game and beyond, and solve those "inevitable flaws" as best we can. Many flaws can be easily dismissed for a game in development, but that in development status must end soon, and we have big ambitions for what comes after. Big or small, if there was a problem we hadn't solved yet, it's because it wasn't easy and probably required big changes and different approaches. Even this far into development, some of our major goals still seemed like faraway dreams, but it was time to make them a reality, and one thing we've learned by now is that if we do something we need to do it right the first time so we don't have to redo it again later.
This is a highly condensed changelog. There are far too many specific changes to list in once place, so many things are grouped and summarised. If some specific changes are more important to you, you can find more detailed changelogs in our public testing threads and other information on our Discord.
Massive new map: The Gardens
4 new encounter types
Over 60 new or fully redesigned items
New NPC thaumaturgy domain
Acquisition of new powers on defeat of NPC shapers
Large expansions of Catacombs map
Complete graphical overhaul of Golems map
Overhauled terrain and ground system, all new assets
New grass and small plant system
Visual overhaul of many assets throughout the game
Overhauled undead with procedural exposed flesh
Remastered several non human encounters
New outdoor arena
Fully functional role system
Many new NPC interactions and behaviours
New dialogue and dialogue mechanics
Extensive improvements to NPC emotion system
NPCs can now loot and discard items independently
NPCs can equip themselves with found items
NPCs can call out items they think may be useful to allies
Improved character and clothing deformations
New procedural item generation features
New procedural weapons, new variations and materials
Improved armour set bonus functionality
Improved character simulation and animation
Improved muscle function for smoother, more precise motion
More realistic, smoother and consistent footwork and movement
Greatly improved ability to negotiate uneven and steep ground
Improved prone recovery behaviour and speed
Improved crouching behaviour
Improved designed motions for all weapons and creatures
Improved and fixed many combat mechanics
Improved general impact and fall damage mechanics
Fixed many general animation issues
Improved pathfinding system
Improved NPC navigation behaviours
Improved combat AI and tactics
AI can now smartly negotiate multiple opponents at once
Better Scaling of combat AI based on skill level
AI better understands and avoids hazards and abilities
More purposeful and deliberate AI combat behaviour
AI better understands weapon characteristics
Improved AI special ability tactics and strategy
Huge core physics engine overhaul
Greatly improved collision behaviour
Greatly improved stacking behaviour
Improved friction simulation
Advanced cloth and soft body simulation
Greatly improved physics engine performance
Added and improved physics based sound interactions
Improved player interaction behaviour and performance
Improved rendering engine capabilities
Improved global illumination quality and detail
Displacement detail shadowing from all lights
Improved contact shadows and shadow quality
New material and visual effects
Improved procedural materials
High performance vegetation materials
Significant GPU and CPU performance improvements
Improved performance scaling based on settings
Advanced compositing features for complex effects
Improved post-processing
Improved "supersampling" image quality
The game is now 64 bit
Massively improved loading times
Content load and generation streaming
Much faster character and item UI interactions
Inventory now opens without stutters
New interaction and narration features
New and improved fading of objects obstructing view
Improved shader pre-compilation (WIP)
Added skill UI Images
Improved item icon quality
Improved font quality
Many, many fixes
The biggest content addition yet, a huge and varied new area to explore that will play a major role in the game's story when it reaches its conclusion. As the name implies, this area features plenty of vegetation, but also open spaces and complex environment elements unlike anything in the game so far. It also features the greatest variety of encounters, and our most spectacular and fun battle yet.
We've come a long way from the early days of flat, grid based corridors, this represents the final evolution of our environments, where we no longer feel constrained by our engine's capabilities, though we do still have some tricks up our sleeve. A lot went into making this function, play and perform well on all fronts. World building and exploration are extremely important things to us, environments shape many parts of gameplay and the experience, defining what's possible, and we no longer feel we need to compromise.
New terrain features and overhauled assets allow us to make much more convincing and detail rich environments.