December Update Change Log: (We will also be Releasing the Road Map for 2025)
Added a toggle box in Option Video Setting to toggle Bloom effect.
Added an option in VR Adjustment under Advanced VR IK to toggle upper body flexibility.
Added an option in VR Adjustment under Advanced VR IK to toggle procedural leg animation.
Fixed the broken net code that allow a grabbed weapon to be holstered into opponent's sheath in PvP mode.
Made immobilized player die in 25 seconds in PvP.
Refined calibration algorithm to keep up with new IK system
Added shoulder movement to make arm swinging more natural and realistic.
Now made player too heavy to be lifted up by sticking weapon under crotch, but still ok to be pick up by hands.
Tweaked the post process setting to make it more natural.
Replace betting NPC with stone button (in party room)
New algorithm for DOF movement and head camera height to greatly reduce motion sickness and stabilize head camera during DOF movement
Completely turn off the controller turning function while locked on a targe in fencing stance.
Turned off fall damage during standing up animation
Added physic helmet mask vision
Added shields for lefty players.
Added a feature to Lock on system that by tilting thumb stick left/right of the right hand controller, player can switch locked target in fighting stance.
Increased offhand grip strength when dominant grip released,
Shorten the waiting time for player to get back into POV after getting up from the ground.
Upgraded third person cam, so that it would not go underneath map
Upgraded Chainsword codes so that it is as heavy as bar mace when chainsaw function is off, and as heavy as long sword when chainsaw function is on.
Tweaked IK further more to increase hand tracking accuracy
Tweak body IK to enable upper body bending and leaning as intended in real life.
Tweaked arm muscles to allow player to attack with explosive power.