Exanima [In Dev]
Patch 0.7.3d (17 July 2019)
- We're still working hard on the upcoming major update which includes mind thaumaturgy and two new areas, but we wanted to do an intermediate update and make many improvements to the core gameplay experience. We do also have some small but noteworthy content additions.
FLAILS!
- We've heard again and again how much you want flails, so we've added... Surprise mechanics! Just keep opening those Happy Player Boxes and maybe, eventually, you'll get a flail!
- What..? Don't you people have credit cards?
- Jokes aside, flails didn't exactly come cheap to us, with a surprising amount of issues to overcome with physics, animation, inventory functions, world interaction, blood decals, sound mechanics, damage, parrying, combat AI... Oof! But they're a lot of fun so we think it paid off, and along the way, touching on all these systems, we've paved the road for other upcoming features and mechanics.
- In arena, set that merchant to look for adept weapons and you should have one in no time. They can also be found in the main game mode.
DIVINATION
- You can now find Diviner's Decks. The cards expose various elements of the lore through the beautiful art of Burgzaza, but can they also expose what the future may hold? Keep an eye out for cryptic messages in future release notes...
Changes in Exanima version 0.7.3:
- Flail weapon
- Diviner's Decks
- New encounter type in newest area
- The proctor has a fancy new sword (yes, changing grips is on the way)
- Improved hair physics
- Characters can no longer initiate attacks while in a weakened or staggered state
- Improved weapon sticking and penetration mechanics
- Improved character striking motions on successful hits
- Improved character balance on uneven ground
- Removed a cause of frequent tripping during locomotion
- Improved dynamic and rapid recovery from tripping during locomotion
- Greatly improved stagger and impact response during locomotion
- Smoother transitions into and from locomotive states
- Smoother recovery from staggers
- Fixed some AI being overly passive / peaceful
- Fixed AI almost never fleeing
- Characters are less reluctant to position themselves in tight spaces in combat
- Improved mechanics for staggering from shield blocking
- Shield blocking speeds are now correctly dependent on weight and stamina
- Improved various shield combat motions
- Various small animation and combat tweaks
- Improved keyboard running controls
- Improved arsenal and shop window loading times
- Fixed characters sometimes becoming stuck in a crouched position
- Fixed keys not working after being carried to another area
- Fixed equipped unique weapons sometimes transforming into other items
- Fixed occasional discoloured and black icons
- Many content fixes and tweaks
Patch 0.7.2 (06 May 2019)
UNDER AND BELOW
- The crossroads has received some changes, and while you're there look out for dark tunnels...
- A large new area features an all new environment, new creature types, new items and takes advantage of various new level building and engine features. We won't spoil anything, but we hope you enjoy the atmosphere and different pace of gameplay we've introduced here. This also reveals important aspects of the game world.
- This level represents the final core set of assets required to complete the game, built using new tools and overcoming various development challenges. This is the first of multiple of its kind, which will begin to play an important role. In coming updates we'll be adding more features, mechanics and creatures to the body of content we're introducing here.
DIALOGUE PART TWO
- In the last update we introduced a very basic version of our dialogue system. Since then we've been expanding its functionality to support future content. We want to create a dialogue system that integrates seamlessly with the rest of the game and feels dynamic, rather than being a separate mode. The idea is that you can talk while doing anything else, discuss what is happening as it happens, point to things and say something about them, or ask someone to interact with them, converse with multiple people at once, join or leave conversations that are already under way, use contextually appropriate dialogue, even in combat, and generally treat dialogue as a functional and natural part of interaction, just like in real life.
- Some of this doesn't have a role in Exanima yet, but the core functionality is now all there. We will soon be introducing more NPCs, and new mechanics that will take full advantage of the system. In this update we have added new dialogue with Derrin, using new scripting, role functionality and AI system interactions. There's a lot of moving parts to making the dialogue feel spontaneous and dynamic, so we'll be keeping an eye on this and refining the mechanics for more dialogue to come. Note that you may not experience all dialogue on every playthrough, as the conditions can be complex.
- Our dialogue authoring tools have also received big upgrades, allowing us to more easily create and modify large complex dialogue structures and automate common scripting tasks, which can all be quite difficult and daunting!
MUNDANE ITEMS
- Those that have followed us more closely may know that our priority is to create a believable and immersive game world. Everything we do, from physics to itemisation is with that goal in mind.
- In this update we introduce a huge number of "mundane" items. These are items that do not often have a practical use for the player, but help create the setting and tell a story. We design our environments to have practical purpose and reason, accurately recreating real world locations, devices and processes. Now we've built a system for randomly introducing a vast number of items in appropriate contexts, whatever those might be in a detailed game world.
- We've now reached over a thousand items in the game. The new items make the many containers in the game much more interesting to rummage in, rather than being simply empty or holding a single item you've seen many times before. There are many new improvised weapons among these (including some that may not seem to be weapons until you try to use them as such). In future we will also be introducing new practical applications for more items.
IN GAME MAPS
- We've always been opposed to an overlay navigation system that would cause you to focus your attention on a UI rather than the game world itself, but what's an RPG without maps? In this update we introduce maps as objects that you can find in the environment, and consult as you would in the real world.
- Using our constantly improving texture tools, we've developed a system to procedurally create appealing maps with a hand drawn style. This allows us to easily produce and update maps for locations in the game, and make each one of them look unique in every detail.
ANIMATION IMPROVEMENTS
- We are trying to avoid investing even more time into it, but Exanima's character physics system is a huge beast in need of constant upgrades and maintenance. In this update we introduce new creatures whose proportions and movements proved very problematic. We've had to make extensive changes to some core aspects of character motion, resulting in some great general improvements to how characters move. We didn't quite stop there either.
- Characters are much better at controlling their virtual muscles, resulting in smoother, faster and more precise movement. This corrects a lot of wobbly and floppy looking motion. We've also made legs move more precisely and perform less jittery corrective movements. Characters pause less between steps and turns, resulting in more fluid and responsive movement in combat. Head movement was also improved, becoming much more stable and tracking more accurately. The dynamic balancer and various other things have also been improved.
GRAPHICAL IMPROVEMENTS
- Exanima has a unique aesthetic that is built on our own graphics engine and produced using our own content creation tools. We are constantly improving our engine and tools, and updating the game's graphics to reflect the current state of them, as well as increasing standards of quality. In this update we have various new rendering features and improvements, and we've built new graphics and updated assets using some new tools and upgraded versions of existing tools.
List of changes in 0.7.2:
- Large new level featuring all new environment
- Two completely new encounter types
- Many new items, including some with special properties
- Huge amount of mundane items and objects
- Various new dialogues, from quick comments to lore discussions
- In game lootable maps
- Item randomisation system for large quantities of items and contexts
- Significant additions and improvements to crossroads area
- Two new arena music tracks (and one in story)
- Improved character muscle control
- More fluid combat movement
- More precise and decisive leg movement
- Better head motion and tracking
- Dynamic balancer improvements
- NPC initiated dialogue with reply mechanic
- Emotion and context driven dialogue interactions
- Ability to change topics during conversation
- Dialogue can be progressed faster with rapid response
- Ability to resume interrupted dialogue
- Combat AI adjustments based on community feedback
- Adjusted thrusts to have similar timings to other attacks
- Improved slash damage mechanics
- New environment features and structure
- Better interactivity with many objects
- Improved quality of many assets
- Improved shading quality and many materials
- Improved physics performance
- Improved AI path-finding and moving object avoidance
- Improved post-processing and effects
- User interface improvements
- Improved behaviour and stability of articulated bodies
- A certain gentleman has refined his combat skills
- Tweaked energy mechanics of a certain unique armour
- Fixed incorrect role configurations on certain characters
- Fixed relations with AI characters not evolving as intended
- Fixed NPCs having incorrect dispositions towards new encounters
- Improved the effects of certain items that help you see
- Fixed health values not saving correctly
- Fixed ongoing healing effects not saving correctly
- Fixed missing procedural item textures when loading many items
- Fixed some systems experiencing freezes after inventory interactions
- Fixed potential black icons from window and task changes
- Fixed a crash occurring when opening an already open container in the inventory
- Fixed corrupted 3D grass on Intel graphics
WHAT'S NEXT?
- This update is only a part of what we've been working on. There are multiple levels already in the works, thaumaturgy is nearly ready to be added, more creatures are coming and various other features are at various stages of completion. We've done a lot of "housekeeping" over the past months, still upgrading engine systems and tools, but we hope to focus on more gameplay relevant features and content from now on.
- The next major update will feature thaumaturgy and more story content. This will likely be followed by a smaller arena focused update that also introduces procedural weapons. The remaining updates will focus adding the last story content, more in depth NPC interaction and various less critical gameplay features.
Patch 0.7.0.2 (13 July 2018)
- Fixed error caused by incompatible saves not being correctly removed
- Fixed Derrin's deep hatred of stationary golems
- Fixed more "benevolent" NPCs becoming too easily angered
- Fixed friendly NPCs getting too upset about invading their personal space
- Fixed issues with characters refusing to move in certain locations
- Fixed some issues with new Intel Graphics render paths
- Fixed AI making incorrect tactical combat decisions
- Fixed AI sometimes using incorrect attacks
- Exiting and continuing will now move you if you're stuck in objects
- Various other small fixes
Patch 0.7.0.1 (12 July 2018)
NEW AND IMPROVED CONTENT
- Two new levels have been added to the game, featuring all new content, and also music. With these maps we've pushed for a new level of quality, detail and variety, taking advantage of new engine features and development tools. The first 3 levels of the game have also undergone extensive changes and improvements, an updated tileset and a lot of all new exclusive items.
- Over 130 new items have been added across the game, including new item types like bevors and hats. We've also remastered or replaced many assets to better fit the game's current level of quality and aesthetics.
COMPANIONS
- In this update you can meet your first potential long term ally. This provides a whole new dynamic and a fresh way to experience the game.
- This was an important first step for the NPC interactions to come. With Exanima's inherent complexity, creating a competent companion was not simple. He is an asset to any player, and we will continue to make companions smarter and more self-sufficient until they feel almost like equals. We will expand on possible interactions, and importantly dialogue, which we can also use to better expose the story and lore.
- Your companion will gain experience and learn new skills, much as you do. They will also learn to fight better, become more confident and undergo some other changes in their character.
DIALOGUE SYSTEM
- Dialogue makes a first appearance in this update. We are still only using dialogue in a basic capacity, but it will soon become a much more prominent and important feature in the game.
- Our goal with dialogue is something fully real-time and interactive. It is not a separate mode of interaction, but a part of it. You can talk while performing any action. Dialogue can have practical applications, you can point at something or someone, even while walking, and say something relevant. Tactical applications during combat can also be part of the same dialogue system. People can randomly witness the conversations of others, and perhaps join in, or simply learn something. There are countless applications, it is an implicit part of the world and how you interact with it.
NEW DYNAMIC BALANCER
- You may have noticed that Exanima's world has been suspiciously flat. Our characters have not been good at moving or keeping their balance otherwise, and when characters lost balance they'd flop like a sack of potatoes.
- This is no longer the case. The "balancer" is what has allowed characters make dynamic movements in combat and stay upright. This was overhauled to deal with more difficult ground, such as stairs or rocky slopes, and it is now active all the time, not just in combat. This new balancer does more than just upright movement, it functions even when tumbling or cartwheeling through the air, allowing characters to control more motions and regain their footing dynamically. Characters can now trip, slip, jump off ledges and generally deal with loss of balance withou just falling over and resetting. Character can also recover quicker depending on the severity of the fall.
- With this come various improvements to movement both in and out combat. In combat movement is now faster and also more responsive, allowing characters to quickly move in new directions without having to shuffle their feet as much.
ALL THINGS AI
- Since we began our journey to make a game, our most ambitious goals have been with AI. What we're trying to do, as much as possible, is that if you imagine an approach to a situation, or a way you can modify or prevent an outctome, you probably can. For example, say you were promised a reward, but rather than complete the task, you decide to find out where the reward is stored and steal it. Something like this would not normally be possible, and so called "AI" is notoriously bad if you veer off the scripted path.
- There is much more we want in terms of dynamic interactions with AI, but we've been focused on core gameplay features, and have neglected huge aspects of the game, for too long. In order to complete Exanima's story and content, we had to introduce major new features, like intelligent friendly NPCs, dialogue and mind thaumaturgy. If we tried to build these features without the proper foundations we'd ultimately get nowhere. We've now taken the time (perhaps too long!) to completely rebuild every aspect of our AI.
CORE AI FUNCTIONS
- We want all our AI encounters to appear like living, thinking beings, not mindless drones that blindly perform a specific task. They are driven by emotions and other states of mind, they have varying personalities, they remember interactions with others and form relationships, they have social and non selfish behaviours.
- You might startle someone unexpectedly and cause them to become scared or agitated, but they may calm and reassess the situation. They might defend themselves, but not wish to harm their attacker and behave accordingly. They can understand a stranger fighting in their defence, and may be grateful. They might act to defend someone they care about. They can even, potentially, form social groups among themselves. These are some simple examples of things that are not predefined game mechanics, but that occur organically as part of the simulation. Players and NPCs are treated in the same exact way, based on observable behaviour alone. There is no cheating, no making decisions based on things they shouldn't know.
- This is basically our artificial brain, emotions, memory, decision making, impulsive behaviour. But what of more structured and complex tasks? If we were to now simply override it with strictly scripted behaviours, it would become irrelevant.
THE ROLE SYSTEM
- As soon as you tell NPCs to behave in a certain way and also give the player freedom to act as they please, things can start to go very wrong. It is a very difficult problem, and the less restrictions you place on the player, and the mechanics of the game world, the more difficult it becomes. Player and mechanical freedom are at the core of our design philosophy, we have spent years devising a solution to these problems, a solution we call the "role system".
- "Roles" are basically collections of traits and behaviours. They can be specific and character defining, such as "King of Ardent" or very situational such as "person crossing bridge", they can also be relational, such as "friend" or "customer". They can be real or assumed, they can influence personalities, spread information, reputations and conflicts, and model various real world behavioural effects. Single characters have many roles assigned at once, they come and go, change and evolve.
- There is a lot of complexity behind how roles function and interact, but the core concept is that we can keep building our library of roles, to expand on how characters can behave, adapt to situations, perceive and relate to eachother, and use the same tools and systems to also define more specific behaviours, without locking characters into situationally inappropriate ones.
- This will be a long journey, but is essentially now a matter of content. Already now the role system is modelling all our behaviour, and we have the means and tools to keep building more.
AND MORE AI
- Still falling under the AI umbrella, we felt it was time to address other things too. Combat AI as been completely rebuilt, it is more varied and much more tactical, allowing the most skilled AI to keep experienced players on their toes and not just fall into simple but effective patterns. It can be proficient with different fighting styles and weapons, and it is much more careful about accidentally hitting allies. Pathfinding has also been updated to negotiate more complex environments, avoid moving objects and more.
- These are all complex systems, and all fresh from the production line. It will no doubt take us some time to iron out the kinks and especially to actually take advantage of new features. But we now have a true solid foundation, and an array of tools at our disposal to create better and more interesting AI.
List of changes:
- Large new late game area, the Crossroads
- New optional area, the Catacombs
- Over 130 new items
- Reworked and improved first 3 levels of the game
- First companion NPC introduced
- Dialogue system
- Completely rebuilt AI systems*
- All new combat AI
- More intelligent and tactical behaviour
- Improved timing and footwork
- Better proficiency with different weapons
- More fluid and human-like AI inputs
- More pronounced difference between AI skill levels
- AI can smartly avoid friendly fire
- New dynamic balancer
- Greatly improved movement on uneven ground
- Increased speed and fluidity of combat movement
- More accurate and responsive cursor control
- Improved general animation fluidity
- Improved thrust mechanics and animation
- Improved feint mechanics
- Improved armour damage mitigation mechanics
- Added a stagger effects for blocking with a shield on low stamina
- It is no longer possible to defend with depleted stamina
- Improved walking and running control and animations
- Improved hit reactions and death animations
- Many specific animation improvements for all character types
- Extensive additions to environment features and variety
- More detailed and varied ground surfaces
- Improved rendering quality, effects and post-processing
- Improved texture asset production quality
- Improved shading and global illumination
- Better wear effects on armour featuring dents and more
- Visual improvements to item icons
- Full UI support for 1440p (4k is on the way)
- Cursors that scale with resolution (customisations coming)
- Improved combat experience gain mechanics
- Improved lore related experience gains
- Perfomance improvements
- Improved loading times
- Fixed weapons sometimes not sliding free colliding with environment
- Fixed characters simply giving up when suspended over a high drop
- Fixed issues caused by alt-tabbing during loading screens
- Fixed vsync not working correctly on some systems
- Fixed not being able to switch weapons while under attack
- Fixed Sprint to Dash input option not working correctly
- When an arena fighter ranks up, the previously highest loadout is copied
- Increased weapon variety of arena master level fighters
- Introduced RNG balancing for arena opponent generation
- Improved random NPC generation and fashion sense
- Short spears can now be used one handed
- Various changes to the practice arena opponents
- Many more fixes and small improvements
MORE ON THE WAY
- We're going to be rapidly adding to what these new features bring to the game, but we didn't want to keep you waiting any longer. We've got a lot more lined for upcoming updates too.
Patch 0.6.5.4 (12 July 2018)
- Increased parrying speed
- Increased impact mitigation for many armour types
- Item quality now affects trade values
- Exceptional items now come in all colours and variants
- Reintroduced superior soft leather goods
- Correct lacquered materials for all quality levels
- Match prizes substantially increased
- Added dynamic brightness adjustment for darker arenas and weather
- Reduced output lag and improved visual accuracy of simulation results. This was already good, but now it's even better!
- Improved cursor tracking accuracy during rapid player movement
- Fixed weapon masses being calculated incorrectly and inconsistently
- Improved two handed sword overhead attacks
- Added many new items to early story content
- Redesigned many early story encounters
- New undead voices
- Fixed torch easily getting caught in the environment
- Fixed cloth collisions not working
- Added a warning when entering manager in a match
- Added colour coding to fighter names in match view
- Many fixes, tweaks and performance improvements
Patch 0.6.5.3 (3rd February 2017)
- Terrain based outdoor arenas (2)
- Time of day and weather system
- Complete in game manual
- Improved combat, animation and physics
- Local reflections
- Lighting improvements
- First functional cloth physics
- Wind effects
- New arena music
- Improved interactivity for many common objects
- Increased the strength characters put into attacks
- Improvements to pugilism impact mechanics
- Alternative characters require unlocking (one unlockable now)
- Introduced inventory and container space mechanics
- New portable containers
- Smart randomisation of match locations and music
- Added shopkeeper to arena
- Added encumbrance gauge to management screen
- Added restart prompt to practice arena after death
- Improved in game menus
- Many sound improvements
- Various updated graphical assets
- Functional and visual tweaks to equipment
- Numerous other improvements, tweaks and fixes
Many new items, including:
- Brigandines
- New shields, including kite shields
- Sandals added, four different pairs
- Many new footwear items
Patch 0.6.4.3e (12 September 2016)
- Ogre matches in arena mode (more tiers coming)
- New Close Combat skill technique: Dual Wield
- New Shield skill technique: Synchrony
- New Shield skill technique: Ward
- New Shield skill technique: Persist
- New Shield skill technique: Endure
- New Shield skill technique: Mobility
- Added shield block stamina mechanic
- Added shield item statistics
- Added merchant hireling NPC in arena mode
- Hireling NPCs now come with various ranks and equipment
- Many new items (more on the way)
- Improved footwork and balance
- Improved combat stances
- Reworked all combat and most other animations
- Improved parrying and blocking
- Improved thrust accuracy and power
- Improved action transitions and dynamic posing
- Sped up recovery from falling
- Various improvements and fixes to combat mechanics
- Improved AI combat tactics
- Improved NPC equipment choices
- More variety in master level opponents
- Gave AI more human-like use of controls
- LtR swings are now easier to execute
- Various graphical improvements
- Analogue stick movement via XInput
- Numerous bug fixes and improvements
Patch 0.6.3.7 (31 May 2016)
- All areas of the new map are now accessible
- Various additions and improvements to newest content
- Solved some performance issues
- Solved an issue that could cause save game corruption
- Inventory system optimisations
- Numerous important bug fixes
When you enter the continue screen with a character who entered the new map in previous versions you will be asked if you wish to reset all progress after the portal. If you want to play the completed version of this map you will have to say yes.
Patch 0.6.3.6 (30th May 2016)
- All areas of the new map are now accessible
- Various additions and improvements to newest content
- Solved some performance issues
- Solved an issue that could cause save game corruption
- Inventory system optimisations
- Numerous important bug fixes