RestInPieces Posted September 11, 2020 Share Posted September 11, 2020 Haven't managed to play A19 enough to thoroughly enjoy these changes, but they are the most underrated changes as of late and something I always wished for. Spoiler Enemy Break-through System We have added a new Enemy Break-through System that gives enemies random animation probabilities when enter the scene after breaking through a door, 2-meter opening or monster closet. These entrances improve the overall immersion and break the normal cadence of game-play improving the combat. Entrances include: Ragdoll Entrance – The enemy will ragdoll through the opening and then get up Stubble Entrance – The enemy will stubble through the opening before pursuing the player Lunge/Boost Entrance – The enemy will lunge and boost through the opening towards the player Enemy Falldown System We have added a new Enemy Falldown System that gives enemies random animation probabilities when enter the scene when falling from heights of 2 or more meters. These entrances improve the overall immersion and break the normal cadence of game-play improving the combat. Entrances include: Falldown Ragdoll Entrance – The enemy will ragdoll after landing and then get up Stubble Entrance – The enemy will stubble after landing before pursuing the player Lunge/Boost Entrance – The enemy will lunge and boost after landing towards the player Enemy Pain Stun Lock AI Pain resistance has been improved. It still builds up over time, but has been adjusted to be harder to stun lock enemies. We fixed pain reactions not always triggering. Pain now uses a new hit blending system, so different strengths and durations of pain are shown and can happen while AI is attacking. -Zombie random move speeds based on difficulty -Zombie random attack anim blending and additional anims Random animations are king. I hope they don't stop there, continue to improve hitboxes and (weapon & enemy) hit feedback and add a dash of random chance for behaviors like stumbling, lunging, loss of balance etc to many more occasions -- sparsely even when walking or hitting, and perhaps rarely make some of them more dramatic for a more significant change of pace in combat gameplay. Link to comment Share on other sites More sharing options...
Recommended Posts
Archived
This topic is now archived and is closed to further replies.