See the update here: https://cityoftitans.com/content/spring-spawning-villains
And once again, a big [b]THANK YOU to AmiEvil[/b] for all of the amazing work he did in preparation for this update. All of the Artificial Intelligence work, Melee/Power Animations, Parkour, Spawning of Villains, Health/Damage bars, work on the Skeletons to unify female/male bodies (fixing some issues we had there previously), Packaging the game for player efficiency - all of this work is brought to you by him for this update.
We hope you enjoy, and as always, comments are welcome below!
[color=#ff0000]Environmental Artist, PR Editor[/color]
Ok, I'm confused. So, MANY years ago, when you did a kickstarter for all this, I contributed and invested $75 for the "Fly Free" program (plus additional 'bonus' support of $25)...and I can't access or download the game without coughing up another $50??
Don't you already have me listed down for my $100? Why won't this site allow me to download the update? I've downloaded and tested before, but not for a few years.
SO...will I have to drop $50 to do this or is my $100 from awhile back not good enough?
I'd LIKE to test out what you have, but not for ANOTHER chunk of money; money I've already contributed!
Please respond to this.
No, what you have gives you access. You can download it in the same place as last time, in your Backer Rewards at https://store.missingworldsmedia.com/
[color=red]PR Team, Forum Moderator, Live Response Team[/color]
Nope. You go to the same place, it lets you download CoTinstallerV0.0.1d.zip. Same name as the last one. Extract it to a file, the files have 2019 dates.
If there's a newer installation package for windows, I'm not seeing it on my backer's page.
That's the right place, yes. The installer is what will install the game client/patch.
[color=red]PR Team, Forum Moderator, Live Response Team[/color]
The site was able to bring up my backer # and once selected, then I was able to access all of that!
Thank you all for the help!
Downloading now!
Is there a way to change your facing besides moving the camera and taking a step? Because that doesn't seem to work well in close combat. Or maybe it's just that my computer is lagging.
Also, I can't seem to raise or lower my point of aim, which will be a major problem in aerial combat.
But I like the slideshow when you first launch, although a bit of a delay between when one scene is fully displayed and when the next starts fading in might make it easier to appreciate the scenes. ^_^
Foradain, Mage of Phoenix Rising.
[url=https://cityoftitans.com/forum/foradains-character-conclave]Foradain's Character Conclave[/url]
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Avatar courtesy of [s]Satellite9[/s] [url=https://www.instagram.com/irezoomie/]Irezoomie[/url]
So is there any feedback you guys are looking for specifically on this or any data you're trying to gather? Or maybe you can't gather any data since it's not online yet? or this is just purely to play around with?
Compulsively clicking the refresh button until the next update.
What I am looking for is how does it feel. How is the pacing too fast/slow? Someone already mentioned strafing and that is in the works now, and is part of a major back end code change for the entire movement system. While this is the base of combat I would like to gauge what you guys think of the feel now, so I may know which way to go when adding in more of the system.
[color=Red]Senior Gameplay Engineer.[/color]
Ok. I don't feel anything too off with attack timing although the punches have near 0 cooldown, though i'm sure that just a current-build test thing. The ranged fire attack feels a bit slow but the animation seems fine for a lower level attack. The kick feels like there is too much re-setup after the kick lands; this might be if the kick is a bigger attack it has a longer cooldown but I think it would feel better with the 'wait' coming before the kick so that as soon as the kick is complete you are ready again but that's just a personal flavor/opinion.
Also, if you just stand there and stop attacking the NPCs will stop attacking after a few hits and just stand there looking at you, but if another NPC hits you with a ranged critical hit that knocks you back/moves you, then the melee NPCs will start attacking again.
It looks like my character floats about 2 inches off the ground while the NPCs look like they are in contact with the ground correctly.
I like the AoE visual on enemies being bigger/more pronounced on crits.
Is it a feature that you can shoot the ranged fire attack without targeting anything? or is that just an alpha thing?
If you are far enough away and manage to hit an NPC with it, even without targeting, they won't come attack.
There is an odd movement animations for like 5-10 seconds after attacking, even if there are no enemies nearby and you use an attack and then move, the head drops really low and the elbows flare way up. I think it's meant to be a technically 'in-combat' movement animation but I think it would look better as a super speed animation, personally. And if you press shift while in this animation it looks really wonky.
If you have aggro and jump on a building, doesn't seem like there is any line of sight implemented (which is fine), they stay turned towards you even without LOS.
Compulsively clicking the refresh button until the next update.
Cooldowns will be added with the real powersets and the code backend. The animations chosen were just some I randomly selected. The AI just standing is probably a distance thing which I will correct. I also noticed the floaty look and am working on it. The combat animation as you correctly called it will be changed also just randomly selected while the complete system is being added. Shooting will most likely require a target.The AI in future releases will respond to you jumping on a roof or hovering over.
[color=Red]Senior Gameplay Engineer.[/color]
First thing's first is that it's always great to see new elements being added to the game. Showing the community that progress is still being made is always a good thing.
I understand that what we're seeing here is a super "pre-pre-pre" Alpha look at how combat powers and the parkour movement will work. There's a ton of things I could call out but I understand about 98% of what I could say are things the Devs are already aware of. For now I'll just boil down to two major things that I'm noticing the most:
1) Keybinds. I fully understand that the keybind system is probably not the top priority for the Devs of this game. But I can tell you that I was one of those "weirdos" that had maybe 100+ keybinds set up in TOG and even though it's been more than 10 years since I officially played that game I find myself constantly fighting with the UI of this new game because I don't have those old keybinds available. I realize this issue might not be as annoying to other players as it is to me but until I can better customize this UI I'm going to continue to find things to be "clunky" and difficult to properly assess for game testing purposes.
2) Graphics Clipping. Again I fully understand that clipping issues are probably not going to be the absolute top priority for the Devs to fix. But it's not just a simple matter of costume clipping but issues with the character models clipping badly through the environment. I noticed this especially when trying out some of the Parkour type movements - my character's body was clipping through edges of buildings all over the place which was very off-putting.
So for me if you could give us a working keybind system and solve clipping in general that would probably address the two most glaring issues I have so far. Should be simple enough to do, right? ;)
P.S. In all seriousness you guys have done some good work and I'll be looking forward to your future updates.
CoH player from April 25, 2004 to November 30, 2012
[IMG=400x225]https://i.imgur.com/NHUthWM.jpeg[/IMG]
Hey, i wa going to say the same thing. I can't use the powers with my AZERTY (french) keyboard. I have to switch to english keyboard to be able to use it. That's not a problem, but could be cool to change some of the keys :D
Is there a current limit to how high you can get your "level" in this, or can I be the first player to get to level 100 in CoT? :)
[center] [i] [color=blue] Unarmed combat best combat. Every media [/color] [/i] [/center]
Let me guess (as I am not in the test for this): Power keys are hard coded to respond to the number row... which for the bulk of keyboard layouts is *fine*, for the French AZERTY layout, the numbers are actually Shift+Number key (as the symbols are default for the French Layout).
This is why some games respond to *scan codes* of the layout (ie: the physical key, no matter the language), whilst others are Virtual Keys (ie: the V key no matter the language).
And yes, this just gets messier with custom layout / boutique mechanical keyboards out there (those that can swap between *completely* different layouts at a button combination...whilst also using a *completely* different physical layout to normal keyboard (ie Moonlander keyboard for example)
At launch the level cap will be 30. After that is released, the plan is to work on "the second half" of the game which caps out at level 50.
[hr]I don't use a nerf bat, I have a magic crowbar!
- Combat Mechanic -
[color=#ff0000]Tech Team. [/color]
I believe that Renkage is talking about the current alpha leveling...
Compulsively clicking the refresh button until the next update.
This is correct. Although, it's nice to get some information out of my little joke.
[center] [i] [color=blue] Unarmed combat best combat. Every media [/color] [/i] [/center]
I seem to recall hearing those level caps years ago, but my memory plays tricks on me in my old age. Long time no see everyone.
"THE TITANS ARE COMING! THE TITANS ARE COMING!"