Procedural methods and detailed properties to guide them allow us to do that. We have been finding ways to make items as unique and mechanically interesting as possible while remaining grounded in reality. So what can we do to keep us interested in finding new items, to make them feel special and us invested in them? But the usual approach of ever increasing tiers with unlikely bonuses has no place here. There's really a lot to cover here even if we just focus on the big stuff, so please bear with us.Įxanima for all its physics and realistic approach to armour and weapons is still an RPG, itemisation is important, and loot is the carrot in a game with a lot of stick. The game has undergone extensive changes and received many updates on the beta branch over the past year or so, but it's finally time to bring it all into the main branch again. Exanima map level 2 update#Procedural weapons, massive update to arena mode, new graphics, new user interface and much more. We're definitely done adding new features for now and we should be able to go live with it all in the next few days. We're still putting a final layer of polish on the new arenas and items, but these are basically ready too, and we began writing the release notes which is a little tricky with how much we need to cover. A wide selection of backgrounds and designs with colouring provide a lot of choice and variation. The new company creation screen for arena. We've done a few more fixes too, updated save formats (remember current arena saves will be wiped) and functionally everything is ready to go. There's a few changes here to the UIs to accomodate these new features and more. We've also added company records which track wins, losses, deaths and various other things. These emblems don't have much purpose just yet, but we plan to use them in various ways, including procedural shield designs, banners and tabards. While random maps work well in certain games that have a particular focus, in Exanima and SG everything is supposed to have a function and a purpose, including the map layout.This week we added yet a few more features to arena, notably a new company creation screen which allows you to name your company and design an emblem. Exanima map level 2 mod#Unless multiplayer or some other fundamental-changing implementation is going to happen, mod support should be the highest priority. In most games the layout is almost insignificant so randomization wouldnt be detrimental to gameplay this is not the case with Exanima and SG. Imagine the countless hours of unpaid development time that could be offered up by a dedicated community, that bare mettle is currently missing out on by updating with one dungeon level per year. After one year of community modding, they could easily skim what's available, compile the best of it, and have an entirely new product to sell if funds are any issue for them. I am looking for new translators, if you want to help, here is a list of unmaintained translations. If funds aren't an issue, then at least they would be an extra few thousand hours towards sui generis in the same time that they would instead be a couple hundred. Exanima map level 2 portable#Note: Starting with HxD 2.3, the portable edition is available as separate setup program, and can be run with minimal privileges (no admin rights required). For the portable edition, the setup program writes only into the selected folder (e.g. Unless Madoc is literally hex editing the whole thing, the dev tools already exist and just need a bit of proofing before publishing. If that were to be the next update instead of a new dungeon level, I would actually feel like waiting a year would be worth it.
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