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You'll have to consider your armour as a whole a bit more.
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The aim is also to make the upgrade path to the best armour a bit more considered than just always replacing whatever you have with something better. You should no longer want to wear chain under full plate, and alternatives to the heaviest armours aren't simply worse in every way. The largest changes concern full plate armour, but also which areas are encumbered. We've been changing encumbrance values on armour to be more realistic and balanced. Characters are better at remaining balanced under harsh conditions in general, resulting in less tripping and generally more responsive control when in difficulty.ĮNCUMBRANCE REVISITED This has been on the way for a while. We've also improved how characters negotiate uneven ground, stairs etc. As we've tightened up the animations over time, they lost a bit of their physics feel, and this brings some of that back. Importantly, it also offers a bit more control over motion using physics. This creates generally smoother motion, removes a lot of jittery moments and improves physics interactions with characters. Vertical sync (Vsync) Adds minimal (1 ms) output lag, no input lag.
#Exanima mods update
In this update we're introducing a sort of better "AI" control over how tense each virtual muscle should be at any time. Anti-aliasing (AA) Up to 8x MSAA and up to 8x super sampling (custom method that also adds motion smoothing and image sharpening, improves texture filtering, shadows, global illumination, lighting, and more). It will realistically always feel tricky and look a bit silly for a new player, because you have such direct control over how your character moves.Īt this point we only have a few specific things we want to improve. However, sometimes not just any game will do. Our physics driven character motion has come a long way, it works well and in the hands of a very experienced player it can look very good. Sometimes when the real world is feeling rather dull, we escape into the beautiful world of gaming. ANIMATION IMPROVEMENTS We're not quite done with improving things.
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