Koryos : Sons Of Mars Playtest · published
🛠️ Major Fixes & System Improvements
🎥 Camera & Controls
Landscape Camera Collision: Enforced runtime collision checks so the camera probes against landscape and static geometry. Player and AI capsules are now ignored, preventing the camera from snapping erratically when moving near troops.
Build-Mode Camera: Fixed an issue where the free build camera could clip underground. Added ground clearance clamping to keep the camera above terrain.
Fast-Travel & Map UI Inputs: Resolved input lockout issues (including cursor retention and stuck combat inputs) after closing the map or fast-traveling. Input states now reliably restore back to game-only controls.
Lock-On Adjustments: Lock-on targeting is now disabled while mounted to prevent camera/horse body-rotation glitches. Dismount to target enemies directly.
⚔️ AI & Raid Behavior
Mountain & Slope Traversal:
Fixed issues where raid soldiers would get stuck on steep mountain terrain or freeze mid-march due to navigation failures.
Added steep ground avoidance (>30°) for spawn points.
Implemented an automated march-recovery check: soldiers delayed during long-distance movement will automatically rejoin their commander’s formation.
Raid Formation & Combat Ranges:
Tightened raid muster spread on spawn.
Capped individual soldier javelin throwing distance so stragglers can no longer target players from extreme distances across the map.
Raid commanders now properly advance, standoff, and march on target forts as intended.
Fixed an issue where raids could spawn across or inside untraversable rivers without a valid path.
Rally & Follow Tweaks:
Rallied troops inside a fort preserve auto-follow behavior when exiting.
Troops forming up outside a fort will no longer auto-follow by default—press 2 to command them to follow.
🏹 Combat & Ranged Systems
Player Javelin System: Fully implemented player javelin mechanics. Toggle with F, hold Left Click to charge, and release to throw. Includes ammo tracking and dedicated hand/release animations.
Collision Cleans: Removed unintended collision between horses and thrown javelins.
Projectile Cleanup: Embedded javelins sticking out of the player character now automatically cull after 3 seconds.
Post-Battle Block Lockout: Fixed a issue where players remained stuck in a blocking or charging pose if the post-battle UI opened during an action.
🏰 Forts, Building, & Progression
Objective Tracking: Fixed an issue where completed objectives (e.g. "60/60") would regress or un-complete if casualties were taken afterward. Completed objectives are now latched.
Building Controls: Remapped building elevation controls to Space (Up) and Left Ctrl (Down). Use < / > to cycle through buildable objects.
Structure Tweaks & Collisions:
Updated projectile collision channels for Gallic fort walls.
Fixed player wall-clipping and horse collision issues on buildable structures, hay bales, and bridges.
Gated breakable wall destruction specifically to Onager attacks.
Battle Isolation: Fixed a bug where winning an unrelated village battle would prematurely end active raids elsewhere. Victory conditions and post-battle UI are now strictly isolated to the active battle formation.
🐎 Mounts & Recruitment
Mounted Defeat Fix: Players defeated while mounted will now be properly force-dismounted upon revival rather than remaining stuck in a mounted state.
Recruit Stances: Newly spawned recruits now automatically mirror the active combat stance of their squadmates instead of spawning in an incorrect default pose.
Troop Costs: Adjusted recruitment cost scaling on the spawner (Rank 2 Soldier Cost = 100).
🖥️ UI & Quality of Life
Duplicate Victory Screen: Fixed an edge-case where post-battle UI could trigger twice if a defeated formation routed late.
HUD Improvements: Added gold tracking directly to the main HUD, updated event text readability, and added control guides.
Fast Travel: Fort teleportation now prioritizes your Home Fort.