Patch note - Demo build V0.9.5

The Citadel Project · published

Dear Citadel Explorers, today is a new day for The Citadel Project. Kind of a "big update" for the demo. Improved movements, reworked climb system, reworked rope behavior, parry feature, lot of bug fixing, total in game time displayed at the end of the level, reworked fall damage formula, ... I hope you'll enjoy !Indeed, there is still issues that I'm currently fixing, and new one that will be discovered soon enough, but don't worry I'm on it.In next days before Steam Next Fest, I'll add a first batch of Steam Achievements to the game, it will be fun to track stats and success rate among them!Major changes:

  • Total rework of the climb system. New collision detection and formula, fixing almost every issues that the previous system had like allowing player to climb many cliff or wall, climbing through wall, etc. You are also now able to grab the ledge before climbing it, letting you get a look at what's above it and if there is any danger before climbing it. Press Space then release : Grab the ledge and stay grabbed. Press space while look forward : Climb the ledge. Press space while looking elsewhere : Make you jump out from the ledge. You can still keep Space pressed and it will grab and climb the ledge automatically.

  • Added a parry system. You can now (try) to parry an enemy attack. Mouse right click will make you perform a parry, and if it's correctly timed, it will blocked the enemy attack, stagger him and letting you knock him down instantly with a scythe attack.

  • Big polish of the rope behavior. You can now grab it from any direction and you'll be correctly placed on the rope. You can now press space a single time to let you fall straight from the rope, or stay pressed for a short delay to make a jump in your look at direction.

  • Polish and balancing of movement system/stamina/durability

Gameplay:

  • Change death from falling behavior. Death from falling is now triggered by your current height location (specific value for each area of the level) instead of a timer.

  • Rework of the fall damage formula.

  • Fixed an issue where Sacred Sanctuary interaction were sometime not working correctly.

  • Complete rework of the climb system. Fixed several minor to major issues especially collision and surface detection. Also, now you can grab an edge and stay grabbed to get a look above the edge before climbing it. Press Space to grab a ledge, release to stay grabbed. If you press space and stay pressed, you'll grab then automatically climb the ledge.

  • Fixed an issue where if you shot then hold left click for a sec it will start to charge a push and blocked you in a non desired state (reloaded not finished, player actions were blocked, etc).

  • Fixed an issue where killing/knock down an enemy doesn't reset his attacking state, forcing other triggered enemies to stay in the waiting to attack queue system.

  • Fixed an issue where spam clicking left click while cutting a growth on an enemy back would lead to a double salsh, double consuming the durability.

  • Fixed part of an issue with knock down/ragdoll/get up states of enemy, where wrong anim or state can be set if the player hit him with the scythe when knocked down (still have some issues, working on it currently).

  • Fixed an issue where guards might not have the correct source position when discovering a body, causing them to run straight at the player even when undetected.

  • Fixed an issue which prevented player to climb rope from its center. Player were forced to be snapped to a specific side of the rope. You can now grab the rope from any side, you will be snapped to its center.

  • Fixed a bug that allowed the player to shoot with crossbow on the very first frame of aiming.

UI:

  • Added a In Game Time stat on the End Mission Summary UI

  • Fixed several minor issues affecting End Mission Summary UI (messy saved and parsed data, incoherent results, normally everything should be correct now).

  • Fixed an issue with the Merchant and his Artifacts Slots, generating empty non valid artifact slot. It's now correctly generating Artifacts Slots.

Sound:

  • Fixed some minor issues with footsteps.

  • Still fixing some audio issues with Wwise and Audio Volume.

Enviro:

  • Minor environment (mostly cosmetic) changes to the level.

Tech:

  • Fixed a visual issue where the crossbow wasn't hide while using monocular

  1. Patch is currently under QA testing, and will be deployed in the next hour