v2.1.1 New Level, Music & Movement Changes


v2.1.1 Experimental

A lot of changes in this update! The jist is:

  • New level: Catacombs. More linear than the flooded level but still has various routes for you to take. Hopefully it is a nice warmup before going into the very open flooded level :)
  • Ambient catacombs music, not yet dynamic!
  • Test implementation for new apex music in the flooded level.
  • Improved movement system. Retaining velocity, bar swing improvements, more intuitive wall running and wall climbing, various bug fixes.
  • New decor in flooded level. Papers to run through.

Cheats

  • Added custom checkpoint cheats.
  • Cheats must be enabled in the options menu before they can be used.
  • Cheat keyinds are shown in the pause menu (if they have been enabled).
  • Removed death cheat.

Music & Sound

  • Ambient catacombs music. Not dynamic, yet!
  • Music and sound sliders in the options menu are working again.
  • Apex music test implementation for flooded level.
    • Music itself is wip.
    • Maintaining high speed builds up 'coolness'.
    • When you have reached enough coolness, you will here guitars.
    • Performing a large jump or being in the air for long enough will trigger apex music.
    • Losing speed or dying will end apex music.
  • New basic footstep sounds.
  • New in-air sound that is tied to falling velocity.

Levels

  • New tutorial, that is the first part of the Catacombs level.
  • Catacombs level. An underground environment. It aims to be a warmup to the flooded level, starting off linear and easing you into a more open style of level.
  • Flooded Level: some tweaks to billboards and balconies to make certain big jumps less intimidating.
    • Added a big object. Maybe you will notice it.
  • Super secret things added to super secret test level.

Movement System Changes

Speed & Velocity

  • Velocity is maintained when hitting the ground or jumping into the air at high speeds. Also retained while wall running.
  • This also means that it is harder to make fast changes in direction if you are going at high speeds.
  • This is a bit of a test/wip implementation, but so far I have found that it allows you to go much faster than before!

Landing

  • Press crouch or stride (C, Ctrl, or Shift) just before you hit the ground prevents you from losing movement speed and also decreases the death velocity threshold (you must fall faster to die).
  • Death velocity thresholds rescaled slightly to make it easier to die. However, if you break your fall you can fall further than before without dying.

States

Bar Swinging

  • Temp implementation of reswinging.
    • Press the forwards/backwards input to swing again in the direction you are facing.
  • Pressing Shift while bar swinging will vault you on top of the bar.
  • Bugfix: you can no longer bar swing on physics objects.

Corner Turn

  • Slightly increased the corner turn distance to make it a little more reliable.
  • Bugfix: corner turn works properly even if there is no wall near the end location.
    • This means you can corner turn around standalone objects like billboards.

Crouching

  • You can no longer jump if there is no space above you.

Jumping

  • QoL: pressing space while in the air lets you jump if there is something beneath you, even if you are not grounded.
    • Can only be done once before needing to land again.
    • This was added because it is annoying when you try to jump but are in the air and slightly overshoot something with your jump.

Sliding

  • Sliding was made slidier.
  • Holding crouch lets you slide longer before getting up automatically (same as sliding and not pressing any movement inputs).
  • Mostly fixed going from slide to crouching having weird move speed.
  • Bugfix: unsliding by pressing the crouch input would slow you down, instead of running at the proper speed.

Speedvault

  • Added a toggle between the new and old speedvault: hotkey [i].
  • Speedvault tweaked to improve feel of moving over an object.
  • Speedvault gives you a small speed boost now. Larger at higher speeds.
  • Speedvault launch direction (when it ends) is now partly influenced by the direction you are looking.
  • Doing a 180 mid speed vault and holding the backwards input (S) provides a bigger boost.
  • Enabled quick turning while speed vaulting.

Vaulting

  • Enabled quick turning while vaulting.

Wall Slow

(holding right click with 2 walls on either side)

  • Wall slowdown rescaled to actually let you slow to a stop if you are at low-ish fatigue values.
  • Slowdown values rescaled so that it takes longer to slow down if you are falling at high velocities.

Wall Climbing

  • Bugfix: you don't gain fatigue when starting a wall climb, only when you end it.
  • Horizontal velocity is slowed less when entering a wall climb. This means you are less sticky at can retain more of your horizontal speed when entering a wall climb.
  • Jumping off a wall while not pressing the forward input causes you to do a small hop, instead of a full jump.
  • QoL: if a wallclimb ends because you were moving downwards and there is no more wall in front, you simply drop to the ground instead of doing a weird upwards hop.

Wall Running

Various changes to improve wall run QoL and intuitiveness.

  • Auto wall run jump amount is much weaker. Should feel less like you're fighting the controls. Now feels like you are just running off the wall with a light hop.
    • This auto jump happens if you wallrun off the edge of a wall.
  • The distance that you jump away from a wall now depends on your Left/Right inputs. The direction of your jump is also influenced by your camera.
    • If you just jump, without any inputs, you jump a small distance away from the wall.
    • If you jump with an input, you jump a medium distance away from the wall. (E.g. wallrunning on a left wall, press D (right input) and jump to the right).
      • If you keep holding the input, you will naturally go further,
    • If you hold an input and look in the direction you want to jump, you will go even further. (E.g. wallrunning on a left wall, hold D (right input) and look to the right, and jump.)
  • The above changes hopefully feel intuitive rather than something that needs to be made explicit or required to complete the game in a normal way.
  • Maximum wallrun length reduced to 2s (from 3s).
  • Wallrun move speed reduction is more severe.

Other Stuff

  • Added a setting for disabling auto stride jumps.
    • Also, this defaults to being disabled.
  • Checkpoints are set more often.
  • How to Play videos set to precache, should load faster. However, stuttering/freezing is not fully fixed.

Files

Boars in Rome EXPERIMENTAL 1.5 GB
Version 2.1.4 1 day ago

Get Boars in Rome

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