Exanima : 3D isometric RPG

Started by Asid, February 10, 2017, 12:28:18 PM

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Asid

EXANIMA 0.9.5.2c BETA
Fri, September 18, 2026



A patch with various improvements and fixes before we move on to testing changes to combat mechanics.

  • Improved stagger mechanics (less stunlock)
  • Adjusted combat AI aggressiveness (reduced)
  • Fixed some character mass inconsistencies
  • Adjusted grip of spetums, glaives and guisarmes
  • Fixed incorrect assembly of falchions
  • Remastered some more items
  • Performance improvements
  • Fixed incorrect rendering of wet hair
  • Fixed missing rainfall sound effects
  • Fixed some incorrect fog effects
  • Fixed characters sometimes not gripping weapons properly
  • Fixed NPCs doing weird poses when first engaging
  • Fixed odd leaning in characters screens for tall characters
  • Improved item icon highlighting
  • The game now caps to 30 fps when it doesn't have focus
  • Fixed double click on NPCs causing crashes under some conditions
  • Fixed double click on NPCs not working under some conditions
  • Fixed a foot devouring walkway in Gentry
  • Fixed a rare cause of feet not updating positions
  • Many content fixes
  • Various bug fixes


Regarding the combat AI aggression, we felt that as an unintended consequence of the combat AI improvements in 0.9.5 the AI had no chill and attacked almost relentlessly, which just made the combat less fun. With these changes the AI should be a bit more varied in behaviour and not just be constantly on the offensive.


Thanks!

Bare Mettle

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Asid

EXANIMA 0.9.5.2e
Sat, October 3, 2026

Another patch with a few improvements and fixes. Leading up to our combat revision we're taking a look at some foundational things, here in particular we added some dynamic adjustments to peak muscle power.

This, in addition to some mass balance improvements In the previous patch, should make emergent grapples and bashes function closer to how they used to. It should also improve the speed and power of many attack motions. An old issue was also fixed which could make your attack inputs briefly unresponsive, and parry motions for two handed weapons (not polearms, yet) were improved.

Following the last patch's improvement to weather effects, we've increased the variety of weather conditions and added various ambient soundscapes, including dynamic 3D positional sounds like birds and crickets and wind sounds to match the wind effects.

  • Increased peak muscle power for various motions
  • Fixed a cause of abnormally long recoveries preventing attacks
  • Improved parry motions for two handed weapons
  • Increased variety of weather conditions
  • Added ambient soundscapes to outdoor arenas
  • Randomised 3D positional ambient sounds
  • Reduced frequency of night time matches
  • Fixed environment cloth objects not moving with wind
  • Fixed some issues with feet dragging or getting stuck
  • Performance improvements

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Asid

Exanima 0.9.5.2g
Thu, October 8, 2026



Another patch with some changes as we solidify the foundations of combat physics and mechanics before larger scale changes.

We've done an overhaul of all attack "targeting" and some related mechanics. By this we mean the adjustments that characters make during an attack to line them up with cursor inputs or to hit their target under different conditions. Thrust motions are improved, they are smoother and target more accurately for many weapons. Overheads better track the cursor throughout their arc. Horizontal swings better adjust to targets at different elevations and of different heights, while also allowing more manipulation with the controls. This means they are less likely to miss completely, but can hit lower or higher due to crouching and other inputs.

Previously we estimated masses of weapons based on a combination of the 3D model volume and the weapon's stats, but these estimates were often off, leading to weapons with abnormal masses. Most often weapons could have very low masses, leading to glitchy physics and weapons feeling unsubstantial. We've now switched to explicitly defined masses for all weapons, giving much more consistent and realistic masses. The mass of most popular weapons has barely changed, but many odd outliers now have proper masses. The weight value on weapons is now also indicative of the weapon's actual physical mass. Keep in mind that these values are specific to the weapon type (one handed, two handed, polearm) and not on a global scale.

We can of course tweak these mass values so give us your feedback on the feel of specific weapons and overall.

Changelog for 0.9.5.2g:

  • Improved thrusting motions and targeting
  • Improved overhead accuracy and targeting
  • Improved horizontal swing targeting
  • Improved weapon mass value accuracy and consistency
  • Improved some attack motions
  • Improved flail physics
  • Fixed missing flail movement sounds when first equipped
  • Fixed a rare cause of abnormal hit damage


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