Brawler v0.132 outfit destruction, progression, cave stage
Added 2023-02-24 21:26:30 +0000 UTCDownload HERE.
Started work towards progression system in Brawler and Versus mode. Maybe even backport these back to CATC?
Some highlights of this build:
Expanded game internals to handle custom damaged/destroyed outfit models. I added damaged/destroyed layers to the following sets:



There is also a destroyed layer for all 3 sets that I cannot show in a public post.
Added save/load slots:

Added experience gain:

Added a new weapon moveset (spear), goblin enemies and a new Cave stage that is work in progress:

Changelog:
- Added new destructible outfit mechanic - outfits can now be defined with damaged outfit models which are then displayed at specificed outfit damage levels
- Added destructible models for the following 3 outfit sets: cybersuit_baselayer, battlesuit_baselayer and battle_suit_alt_baselayer
- Deprecated the cybersuit, battlesuit, battlesuit_alt outfits (use baselayer version + attachments instead)
- Added save/loading slots - players can now choose which slots to save to/load from. The saves are located in %appdata%/Roaming/enlit3d/brawler
- Game will now auto save at completion of every stage
- Added exp gain when completing stages
- Added leveling bonuses when enough exp is earned (10% HP and 10% damage per level)
- (Stat allocation, passive talent selection, skill selection etc to come)
- Added new mechani: .stats.staggerClass and .stats.staggerHealthRatio, these provides stagger immunity from enemies with lower staggerClass until a certain porportion of health damage is taken from a short time
- Player characters now uses .stats.staggerClass and .stats.staggerHealthRatio instead of .stats.flinchResist - now immunity from staggering from mobs until 20% of health damage is taken in a short period
- Mob enemies now have .stats.attackCooldown of 6 seconds (from 3 seconds)
- Grab-Throws: now characters throws to the direction of input, for example, with left button held, pressing guard when grabbing someone will throw them to the left
- Pressing guard when grabbing someone without a direction input will do a quick release instead for when you dont want to throw them
- Added spear weapon moveset
- Added first goblin enemy
- Added WIP Cave stage with goblin and slime enemies
- Holding down Guard button will now cause the character to block forever as long as the button is held down
- Added new feature to embed image data via base64 encoding
- Savefile now embeds a preview image (currently of leader unit's portrait)
- Added new RESIST_GRAB animation: "hold_sitting_from_behind_resisted" (incomplete version was in game by accident)
- Default stat is now 10 (from 5, cosmetic change only)
- Fixed camera is moveable on the game menu screen
- Fixed a (rather critical) bug that caused attacks to not linger as it should, causing it to miss targets when it shouldnt
- Removed redundant weak hitboxes for the 1handed (sword) attack animations
- Fixed a possible game crash when spawning civs that starts grabbed by an enemy
- Fixed a bug where a character can get stuck in the defeated animation when struck by an enemy while in the ground and that attack does not knock the character into the air
- Updated sword weapon attacks to use .damageMultiplier rather than a flat damage value
- Updated pistol weapon attacks to use .damageMultiplier rather than a flat damage value (pistol mobs now deals less damage, no change for player character)
- Added AbilityEffect - SpawnParticle .lingerUntil field for better control over weapon swing trails
Comments
+1 for the CATC backport.
2023-03-02 09:02:20 +0000 UTCThanks for reporting the progress and providing some highlights of the build, all art looks great. Autosave game at completion of every stage is a great added feature
YourMagnet_adult_version
2023-02-25 13:31:20 +0000 UTC