
Items of particularly good quality and having desirable configurations or traits are something you can invest resources in. This means that the many old rusted items in the game which were previously all junk, might now be diamonds in the rough, worth taking a closer look at.

Condition does not degrade over time, however in story there is now a way to improve the condition of items you find. which further modifies the item's base properties.įinally you have a third independent factor, which is condition, adding wear and rust to items and affecting how they perform in various ways. These are things such as heavy, light, reinforced, hardened etc. All materials have varying quality with visible differences.īuild and material quality are accompanied by traits, which may be material specific. Now all items use procedural materials and factors like quality and and elegance affect the choice between different types of fabrics, leathers, buttons, coatings, paints and finishes. Previously items could vary in colour and had a few fixed modifiers such as "rusted" or "superior". Much of the new procedural itemisation doesn't only concern weapons, but everything else too. The quality of those materials also varies, and so does the condition.Īll these weapons are generated from the same one handed falchion factory: Different parts of the same weapon might be made from different metals, woods etc. Each item is made and textured with unique generated materials. These have important implications with physics, both in terms of collisions and inertia (how the mass is distributed), which is very noticeable. These things give every weapon a unique shape and characteristics.

The same haft type can vary in length and thickness, spikes can have varying lengths, curves and tapers, an axe head varies in the angle, curvature, width and length of the blade and has different hole patterns cut into it and so on and so forth. This alone can generate sometimes billions of combinations for a single weapon, but that's just the start, there are also variable deformations. This is a large collection of different hafts, langets, bolts, axe heads, rear spikes, top spikes, guards and queues which can be randomly combined to make a unique poleaxe with unique qualities and features. This has big gameplay implications, and can also be leveraged in many ways to create a much more realistic and immersive game world.Įvery weapon that was previously a fixed item like "the poleaxe" is now being replaced with a "factory" that can generate a certain type of poleaxe. Procedural methods and detailed properties to guide them allow us to do that. We have been finding ways to make items as unique and mechanically interesting as possible while remaining grounded in reality. So what can we do to keep us interested in finding new items, to make them feel special and us invested in them? But the usual approach of ever increasing tiers with unlikely bonuses has no place here. There's really a lot to cover here even if we just focus on the big stuff, so please bear with us.Įxanima for all its physics and realistic approach to armour and weapons is still an RPG, itemisation is important, and loot is the carrot in a game with a lot of stick. The game has undergone extensive changes and received many updates on the beta branch over the past year or so, but it's finally time to bring it all into the main branch again.

EXANIMA MAP MOD UPDATE
Procedural weapons, massive update to arena mode, new graphics, new user interface and much more. We're definitely done adding new features for now and we should be able to go live with it all in the next few days. We're still putting a final layer of polish on the new arenas and items, but these are basically ready too, and we began writing the release notes which is a little tricky with how much we need to cover. A wide selection of backgrounds and designs with colouring provide a lot of choice and variation. The new company creation screen for arena. We've done a few more fixes too, updated save formats (remember current arena saves will be wiped) and functionally everything is ready to go. There's a few changes here to the UIs to accomodate these new features and more. We've also added company records which track wins, losses, deaths and various other things. These emblems don't have much purpose just yet, but we plan to use them in various ways, including procedural shield designs, banners and tabards. This week we added yet a few more features to arena, notably a new company creation screen which allows you to name your company and design an emblem.
