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Pre-alpha 1.10.0 is out!

Status updates from MythoLogic Interactive about the game progress.
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Hjarpe
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Pre-alpha 1.10.0 is out!

Post by Hjarpe » Sat Aug 06, 2016 4:04 pm

The Weapon Throwing Update!

-Added the ability to throw weapons. Pressing G (default) now toggles throwing mode. Holding G drops the weapon at your feet.
-Small objects and weapons can now be turned into "missiles" which collide with, damage and disarm players if they move fast enough, e.g. when thrown by an explosion or player.
-New items: Aviator Jacket, Aviator Hat 2, Gloves (black), Fingerless Gloves (black), Studded Vest
-New map: Teahouse
-New makeshift weapon: Teapot
-Fixed a bug where AreaTriggers could push players when moved.
-Fixed a bug causing the chain to use wrong frames when used by multiple users.
-Other fixes and tweaks.

ScriptAPI:
-Added IObject.IsMissile
-Added IObject.TrackAsMissile(bool value)
-Added IObject[] Game.GetMissileObjects()
-It is now possible to register events for "UpdateCallback" and "PlayerDeathCallback" without using triggers (see ScriptAPI for details).
-OnStartup is now complemented with a new "AfterStartup" event which can be used to run code after all initial triggers are activated on startup and the first update cycle is run.
-Added property and "Activate after startup" to StartupTrigger.

EDIT: Pre-alpha 1.10.0b is out!
Fixed a bug causing profiles and maps saved in Pre-Alpha 1.10.0 to not be loaded correctly after a restart.
New item: Small Belt
Fixed a bug where players could lag when toggling throwing mode.
Fixed a bug where you could toggle throwing while diving, rolling, ledge grabbing and climbing causing the player to throw nothing.
Pillows now only deal 1 damage when thrown.
Fixed a bug causing you to get a loss when dead even if you were in the winning team.
Fixed a bug causing incoming thrown items from above to not always be blocked correctly.
Other fixes and tweaks.
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Post by Hoang Marcel » Sat Aug 06, 2016 4:11 pm

Huge update! Big thumbs up everyone!

Just tested it out and I love it and the Teahouse map is so bright with the building background and a COP CAR! OMG! :o
Last edited by Hoang Marcel on Sat Aug 06, 2016 4:45 pm, edited 1 time in total.
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Post by Scarface » Sat Aug 06, 2016 4:12 pm

Hjarpe wrote:The Weapon Throwing Update!

-Added the ability to throw weapons. Pressing G (default) now toggles throwing mode. Holding G drops the weapon at your feet.
Image

Seriously, great update! I like the fingerless gloves. SFD is getting much better with each update. :)
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Decisions, decisions.

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Post by Santa Claus » Sat Aug 06, 2016 4:35 pm

It's finally happening! All aboard the hype train! I really love throwing weapons at others, it's just cool.
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Originally posted by Gurt
We will keep this one even if it's a real bug - because it's cool.

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Post by Formel » Sat Aug 06, 2016 5:19 pm

Seems like Alpha is coming, isn't it?
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Post by Lunatic » Sat Aug 06, 2016 6:34 pm

Debris and throwables should have a higher threshold to strike and damage players, but more importantly, they need this change so they don't stun and knockdown players. Getting knocked down by a grenade throw, especially a cooked one, is pretty much instant death. Higher thresholds should be in place in general too since you can throw straight up, dive into your own throw, then get hit twice by it (first one makes sense, then the object bounces off and hits you again). On player death, items dropping from corpses can also damage players on their spawning.

Knives deal crazy high damage at point blank, while maintaining higher damage at a distance. Seems like "sharp" damage deals more than blunt. I'm glad that guns don't generally go too far since they don't really need the distance. Seems fine but checking damage shows that things really do big damage.

You can throw pretty much anything through giant crates (Like the one on Police Station).

Trying to block something from straight above seems impossible, you just take the hit and get knocked down. Increasing the range of blocks by a half World Unit or a full unit upwards would probably solve this issue. Maybe downwards too, I don't know.

Overall I wonder if this update broke the game. I'm loving it but it also feels kinda busted. Only time will tell.

EDIT: Pillows do throwing damage more than 1. I disapprove.
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Originally posted by Gurt
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Post by AWAOS-COLD ASSASSIN » Sat Aug 06, 2016 6:39 pm

I like the update it's awesome guys
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Post by Powerbombs » Sat Aug 06, 2016 7:04 pm

We're screwed. The teapot is OP.
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Post by Gurt » Sat Aug 06, 2016 7:18 pm

 ! Message from: Gurt
Please note while the throwing is just introduced we want to gather some feedback before possibly tweaking it further.
There's just so much Hjarpe and I can do before we release an update. We feel that the initial balance for throwing items overall is OK (damage and range) but we have noticed a few things we most likely will tweak.
Pillows should always deal 1 damage for example but throwing them deals much more - something we simply forgot.
Dying always drops your items in a "thrown state" and can easily hit close enemies causing them to take damage and potentially die. Basically you shouldn't have to worry about standing near anyone dying.

Keep in mind that you can block incoming thrown items. If you block with your bare hands while your equipment is empty you will also grab that item. Being hit in the back knocks you down. Being hit from the front stuns you. Being hit also disarms you if you're shooting or drawing an item.

You're welcome to share any feedback or constructive criticism about throwing items but keep it in the correct forum (suggestions/bugs/ideas). Does something deal too much damage or too little damage and why?
Lunatic wrote:Trying to block something from straight above seems impossible
You can't block something from straight above (the animation only shows blocking for left/right too!). It's just a simple check on the relative horizontal velocity and your direction. It's much easier if you move left/right while timing your block on items falling down (or going up). By design.
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Post by Lunatic » Sat Aug 06, 2016 7:33 pm

The big damage is a little worrisome but I'm sure we'll learn to block throwables soon enough. I think what bothers me most about them is that the only true counter to them is indeed blocking - which has few active frames followed by a strong cooldown. Considering the damage and throwing speed it can be tough to predict when to block vs how easy it is to bait out a block and punish it. The rest of the things seem alright, for now I'll dig into this version and see if things even out.

Throwing a weapon doesn't seem to do any durability damage to it, by the way.

EDIT: A big problem is that throwing a weapon at someone and hitting them often causes the weapon to bounce off of them and hit the thrower at close distances.
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Originally posted by Gurt
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Post by Esper » Sat Aug 06, 2016 7:38 pm

The new map is kind of, not great.

If you compare older works to this new map, you'd see a big lack of creativity and hopefully, the greatness -that the creators had- gone.
It feels bad looking at the details, the only good thing is the upcoming train, nothing else!
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Post by Gurt » Sat Aug 06, 2016 7:46 pm

Lunatic wrote:A big problem is that throwing a weapon at someone and hitting them often causes the weapon to bounce off of them and hit the thrower at close distances.
Feel free to illuminate us why this is a big problem or give a few examples on situations where this is a big problem. I'm OK with this as items should bounce off players and potentially hitting other players - that's how we designed the throwing as it is now.
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Post by Powerbombs » Sat Aug 06, 2016 8:00 pm

I feel like the sharp weapons (katana, knife, machete) should be able to penetrate, not bounce. Also, I agree there should be a durability change when you throw the weapons (melee).
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Post by Lunatic » Sat Aug 06, 2016 8:03 pm

Ok so let's say I'm standing face to face with you. We are on perfectly flat land with nothing nearby to interrupt us. I throw a grenade at you, it strikes you since it's travelling fast enough and bounces off of you. After it bounces off of you it either immediately strikes me or bounces up slightly before hitting me too. The problem here is that not only have I taken damage for this throw, I've also taken some slight stun, further inhibiting me from running away. This same scenario is also likely to happen with various melee weapons and guns. Unless the thrown item travels far enough and picks up some greater speed, I don't think that getting slightly tickled by a weapon after it bounces off of someone should injure and stun the fighter.

I seem to have figured out why I'm not blocking something above me. Jumping and blocking into a weapon or object coming down (especially after throwing it straight upwards) causes the item to hit you despite your block and knock you down. Doesn't matter if you're moving left or right.
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Originally posted by Gurt
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Post by M_M_M » Sat Aug 06, 2016 8:27 pm

I've seen scenarios where a close-range throw bounces off one fighter and comes back to hit fighter who threw it, killing both in the process. Absolutely hilarious.

Also grenades having knock-down when thrown is hilariously overpowered if you bother cooking it just a bit before throwing it. Cooking just the right amount of time for direct impact took some skill but now I can just run in with a live grenade and throw it at people to knock them down long enough for the grenade to go off at their feet.
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Post by KliPeH » Sat Aug 06, 2016 9:31 pm

When testing the throwing mechanic with Lunatic I've noticed that an item thrown at a 90 degree angle can actually hit you and bounce off your fighter twice, resulting in double damage taken from a failed catch of the weapon. I think double hit damage from a thrown weapon is a bit of a harsh punishment for mistiming your block action, and it can screw you up even further if you get caught mid-dive. That's open for debate though.

The other issues I've found have already been mentioned; small items such as pill boxes (25HP) hitting and stunning you after being dropped, dropped weapons off of dead fighters hitting you, your own nades hitting you etc. Still, I really like this update, you did a really good job expanding upon the fighting system the way it is right now. Getting used to a single button tap not dropping the weapon will surely take a while, and taking throwables into consideration makes me think a bit more before I engage, but I think this is a great addition to the game nevertheless.
Well done!
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Post by Gurt » Sat Aug 06, 2016 9:46 pm

Damage taken is relative the velocity the thrown item travels at impact with players. We will tweak this for certain items as needed (the pillow for example).
M_M_M wrote:Also grenades having knock-down when thrown is hilariously overpowered if you bother cooking it just a bit before throwing it. Cooking just the right amount of time for direct impact took some skill but now I can just run in with a live grenade and throw it at people to knock them down long enough for the grenade to go off at their feet.
This has been our intention for a long time. It's finally dangerous to run against someone that's cooking a grenade as you can get it thrown in your face! You can only knock down players by throwing the grenades in their backs though.
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Post by Billy » Sat Aug 06, 2016 10:32 pm

WHY ARE ALL UPDATES HAPPEN AT THE POINT I CAN NOT PLAY FOR TWO WEEKS
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Post by M_M_M » Sun Aug 07, 2016 2:12 am

All my playtime has made me deem this one of the most fun combat updates yet, really did open up a new avenue with dealing with things like door campers or just general silly things.

I would suggest allowing items to go into their 'missile' state if they fall far enough. I mean, it feels really inconsistent when an object falls a decent distance only to do nothing to the player on impact, but I can throw the same thing a few feet to stagger someone.
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Post by Shark » Sun Aug 07, 2016 4:01 am

:lol: "Zyfex Attacks" coming soon :lol:
http://imgur.com/IUsfby5.png
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