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Displaying posts with tag Biohasshard.Reset Filter
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BIOASSHARD VERSION 0.4.253 RELEASE DATE + CHANGELOG

Hello everyone!

Here I am, back again. This time to give you some info and what you’re expecting the most: A release date.

The next version is going to be the 0.4.253.

The release date will be: 2-8-2021

But, please, make sure you read everything below so you can understand what you gonna find on it.

“0.4.253” Yeah, “253” that’s a lot of stuff done in much less time than for the previous release xD.

Anyway, below you’ll find some stuff from the Changelog, (you’ll be able to read more with the release, in the “CONTROLS & CHANGELOG” text file) but first I want to give more details on some areas.

First and foremost, the new level/mission.

+New+ Playable Mission/level

This is now the first mission when you enter the mission selector. Why? Because here’s where you can unlock your new weaponry. Let me tell you, it’s not a very easy task to unlock everything in there, but definitely doable. IMPORTANT: Make sure, you reach the goal in time, otherwise you’ll lose whatever you’ve unlocked Unlocking a weapon, will give you access to it on every other mission, but remember you have to find it on that mission as well.

+New+ Dynamic Difficulty System (similar to the one seen on some RE games)

Yeah, you may find that, overall, the Arena is harder now. We found that the inventory was easily bloated with ammo and/or herbs so we tweaked that a bit. But also made some deep changes to the difficulty overall, just like some Resident Evil games have (RE7, RE2 Remake and even RE5 but I never noticed on this one xD). What this basically means, if you never heard about this is that, if you’re pro, the game will become gradually harder for you, while if you get hit or die a lot, the game will become easier. You’ll want to make sure you never fool around too much without your clothes on, as hits in that state can be quite big. You’ve been warned xD. Obviously, it’s probably not perfect as it is right now and we’ll be tweaking it with future releases. This system right now, affects:

• The damage you inflict

• The damage received

• The enemies’ HP

• The enemies’ Strength

• The inputs you need to get freed from a grapple

+Change+ Improvements made for Infected Weight maps

This is something that was pretty noticeable in previous versions. In the pelvis area the weights were all wrong causing some strange deformations on enemies’ gens, especially when bending over. But fixing this caused a side-effect, I didn’t notice about until I was on other stuff, and that is, that the majority of clothes for them now causes clipping. I didn’t lose time fixing those, since it’s not that important for this release. But still wanted to let you know, so you’re aware of that and that we know about it, so no need to report it as a bug.

+New+ New weaponry + sounds for them

You already know this and I have nothing especial to talk about that apart from saying that the total number of weapons now is 7. The thing is that this new weaponry required new damage reactions for enemies. I started adding them and noticed how poorly I coded them (well, that’s somehow reflected in how they behave during play). Well, to the point, even if I fixed a lot of problems with them (like the one allowing them to grab you through “jump-over” surfaces or another one where they can grab you when they’re dying), you may notice they glitch sometimes like dying in idle (this mainly happens when you kill them the moment, they were trying to grab you) and stuff like that. For now, just ignore that, because, since the next release will be focused in adding the first boss, we’ll take the chance to optimize the enemy from scratch using proper tools to make their AI and all, so this way we can derive all enemies from a very robust base.

+New+ “Call your attention” system for items and other things of interest (will be allowed to turn that off in the future)

Where you sometimes mad because it was too hard to find the items required to progress? Well, this one’s for you. Almost every interactable part of a level, will now call your attention from far enough. As mentioned, you’ll be able to turn that off in the future, because not everyone wants to have those pop-ups (I’ve read so many complaints about that on RE2 Remake xD).

+New+ Sexttack system + 19 new animations

Yeah, as it sounds, some new animations have been added along with a new system that makes the Sexttack system to be aware of its surroundings. This way you can see animations against walls or lying on floor when there’s enough space. Keep in mind though that they can trigger just as much as the previous ones, meaning they’ll happen randomly.

+New+ The Big guy can now be killed with some weapons

You asked for it? You now have it! But I’ll let you discover the weapons that can kill him. Sorry, I’m vile XD. Anyway, being killable doesn’t mean he’s easy to fight with. That’s why there’s also this: +New+ Julia can now free from Big guy’s grab (but not Sexttack). Yeah, you can now fight your way out of the Big Guy’s grabbing, but the moment you fall for his Sexttack, you’re done, you can’t free from that. Also, keep this “+New+ The Big guy can now jump” in mind… Hehehe.

+New+ Now all the Missions are unlocked from the very beginning. You don’t like a Mission? You don’t have to play it anymore

As it sounds, you don’t have to unlock Missions now and don’t have to play a Mission you don’t like (well, unless you want to unlock something that’s only unlockable through that very mission). But, it’s very recommended to play the first one, since it’s the one where you can unlock the new weaponry.

+Change+ The inventory does not save anymore between levels, to avoid for now the problems that may be caused by engine updates

Maybe you remember that with the previous release, the old save didn’t work anymore, because, updating the engine brought many internal changes to structures and things like that. So, for now, and to avoid that, we decided to get rid of that function. Now at the start of every mission you’ll see some useful items to help you get on the mission (like the handgun and some ammo). This adds a plus to difficulty as well since you can’t grind ammo from one mission to the next anymore (yeah, I know you’ll hate me for this XD).

+New+ A WIP system to forbid the aiming when the arms would go through an obstacle

This is what it says, but what I want to comment about this is that in the very last moment I found a bug on this and it’s specifically happening on one area, the Sewers. If you aim close to the water areas, you won’t be able to, since it’s taking like if that was an obstacle. That will be fixed in the next release for sure. But you may report if you find other places where this happens.

And I think that’s all I wanted to explain. So here I let you with part of the Changelog:

-v0.4.253-

+New+ A very WIP corrective shapes system for Julia

+New+ New weaponry + sounds for them

+New+ Total revamp of the weapon mechanics made from scratch

+New+ Total revamp of player mechanics, changing to a fully FSM oriented system

+New+ Total revamp of the animation system for the player, adapted to the new FSM oriented system

+New+ Julia now has different IDLE animations

+New+ Custom bullet case mesh for the assault rifle made by Badguy292 (a huge thanks to him <3)

+New+ A WIP system to forbid the aiming when the arms would go through an obstacle

+New+ “Call your attention” system for items and other things of interest (will be allowed to turn that off in the future)

+New+ Playable Mission/level

+New+ System to unlock weapons under certain conditions

+New+ Screen fade system to work with the “call your attention” system

+New+ Sexttack camera system, allowing it to go through objects making them transparent instead of clipping into Julia or the Infected

+New+ Sexttack system + 19 new animations

+New+ Julia can now free from Big guy’s grab (but not Sexttack)

+New+ The Big guy can now be killed with some weapons

+New+ The Big guy can now jump

+New+ Dynamic Difficulty System (similar to the one seen on some RE games)

+New+ UI to show a new parameter for the new Mission

+New+ Now all the Missions are unlocked from the very beginning. You don’t like a Mission? You don’t have to play it anymore

+New+ Fantasy Cards and codes

+Change+ New improvements made for Julia’s model

+Change+ Textures for Julia improved

+Change+ The size of the damage effect for certain weapons

+Change+ Improvements made for Infected Weight maps

+Change+ Temporarily made the knife to show in the belt as if it was in its sheaths. This will remain or not based on your input

+Change+ Big optimization pass made on Tick code for Julia, making it to only execute what it’s strictly necessary

+Change+ Made Julia’s flashlight a bit stronger

+Change+ Some corrective shapes remain disabled until a Control Rig gets implemented

+Change+ The new weaponry is now available in all the Missions when unlocked

+Change+ The inventory does not save anymore between levels, to avoid for now the problems that may be caused by engine updates (like what has happened with 0.3.198 Rev.2 to Rev.3)

+Change+ Reorganized the Missions. The new Mission is now Mission 1, for coherence reasons

+Change+ A big optimization pass has been made to the Cave, reducing the drawing distance cost, and mainly texture sizes, etc.

+Change+ The version number to the new one

+Fix+ Enemies keep respawning in front of Julia when there’s no other place to respawn

+Fix+ Quickly spamming the Quick-Knife button causes a soft-lock making Julia to keep attacking forever until restart or getting hit

+Fix+ Aiming while in an IDLE animation variant make Julia to repeat such animation when stop the aiming

+Fix+ Footstep sounds doubles sometimes due to the new animation system

+Fix+ Animations when aiming with certain weapons aren’t looping correctly

+Fix+ Many actions while aiming causes the weapon reticle to keep showing on screen

+Fix+ Reloading without aiming makes Julia to not rotate in the movement direction

+Fix+ Enemies lying on the floor while dying allow the player to make CQC on them

+Fix+ Trying to get a second item just right after getting one, causes Julia to soft-lock

+Fix+ The bullet case for certain weapon is not appearing

+Fix+ Unequipping a weapon while aiming causes the reticle to keep showing on screen, the camera to stay like she was aiming and gets Julia into a soft-lock

+Fix+ It’s possible to make CQCs even when Julia is getting hit or even in floor

+Fix+ Animation for two directions while aiming with the handgun aren’t well looped causing jumps in Julia while moving during aiming

+Fix+ The camera is showing black borders during grapples and Sexttacks

+Fix+ During a grapple the equipped weapon doesn’t disappear

+Fix+ During the getting free from a grapple animation the equipped weapon will disappear and after that it won’t appear again

+Fix+ Not all VXS emblems are shootable on the Cave

+Fix+ There’s a hole between two walls in the Mansion on both Missions where the Mansion is

+Fix+ There’s no visual effect of raining on the Exterior but only sound effect

+Fix+ The unlocking notifications sometimes just make the sound but don’t appear on screen

+Fix+ Enemies can grab Julia through any object whose height is below the enemy’s chest

+Fix+ Enemies can grab Julia in the very exact moment of receiving a deadly shot, making the process to getting grabbed and therefore Sexttacked by an invisible/dead enemy

Please make sure to take care and stay safe <3 See ya in the next report.

-Meguido

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