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Hey guys!

We have the latest Pure Onyx release for you ^-^!

This release includes the first major step in our combat overhaul.  The first phase of the overhaul is focused on updating Onyx's combat animations to utilize the latest H scene rig, which we've accomplished with this release.  This allows us to now use Onyx's far more optimized model for gameplay, so if your system is at all GPU-bound then should see a significant performance boost anytime Onyx is onscreen.  Now that we are using the most up-to-date rig for combat, we can now create new attacks and animations when we move onto Phase 2.

The first phase also involves making controls improvements  for Onyx's existing move set, which you'll see in the release at the end of the month.  Some improvements to expect include an easier to use Stomp, and new input for Power Attack that will no longer accidentally trigger when you try to jab.  We'll also begin making some changes necessary for when we add dodge skills during Phase 2.

Regarding H scenes, we're still continuing our rework of the animations for Patreon -- this time with a lot of the missing FemCop animations.  Expect more at the end of the month :D.

Lastly, we've further improved physics collisions between characters.  The biggest area of improvement is when Onyx jumps on top of an enemy (or more specifically, an un-land-able surface) like the Charger.  She will no longer slide across them awkwardly, and if she jumps in between an enemy and a wall the enemy will now be pushed aside so she can land, as opposed to hanging in the air for a while.   

As a side-note, I wanted to point out that the changes that go into our changelogs are the player-facing changes.  There are hundreds of backend changes that occur each month under the hood.  You can check these out in real-time on Discord in the #code-updates channel (all of you in the $10+ tiers have access to the Discord server).

Changelog

The following is only a list of player-facing changes, unless otherwise noted.

Important Fixes

  • Reverted camera motion edit from last month as it caused a nasty issue where camera would move much faster than Onyx at low FPS.

H Scenes

  • Added second half of Onyx with FemCop + MaleCop H scene back into the game with reworked transition.
  • Added reworked animations in the middle of Onyx with FemCop H scene back into the game.
  • Added intro animations for the Onyx with Wraxe (Standing) and FemCop with Wraxe (Standing) scenes back into the game. 
  • Fixed "optional" post-H Scene liquid on Onyx during H scenes.  This is the sticky strands / build-up between her legs, etc.

Combat Overhaul (Ongoing)

  • Updated all 22 of Onyx's combat animations + World Map scene animation to use her latest rig.
  • Added Onyx's optimized (LOD) model during gameplay and on World Map scene.  Gives a very significant performance boost at virtually no visual quality loss.
  • Added breakout animation to the player's Idle state (Onyx will now perform a new animation if she's idle for a while)

Physics

  • Onyx/actors now slide off of un-land-able surfaces intelligently/quickly. AKA we built a yeet machine.   
  • Onyx/actors can no longer get stuck in the air for extended periods between other actors and static objects such as walls/chests.
  • Balanced actor repulsion on X and Z axes so actors nudge each other at visually similar rates to the side as into background/foreground.
  • Fixed a bug with the collider for the actor repel shell not respecting facing direction because it isn't under the rotation root.
  • Fixed worms falling instantly to the ground on spawn.
  • Knockback force is no longer incorrectly added to Knockdown force.

Other Fixes / Changes

  • Completed interactables overhaul in preparation for Splicer Looter enemy (enemies can pick up / interact with objects).
  • Bunnies in background H scenes (and background scenes in general) no longer generate offscreen enemy warning indicators.
  • Fixed worms moving/attacking while facing backwards after spawning.
  • Fixed visual glitch entailing worms flipping back and forth when the game is paused or the console is open.
  • Fixed enemy spawn issue where summoned enemies didn't need to be defeated before player could progress / exit map.
  • Added temporary change that pushes enemies away and should make it less likely for Onyx to be bonked immediately after H scenes / grapples. Permanent fix will be better and won't require repositioning enemies.

Known Issues

Here are the newest/most relevant known issues.

  • Items spawned from chests may currently overlap each other.
  • Have to add a few new SFX to match the reworked H animations.
  • Bat Bunny is missing her serving tray in her idle pose during actor selection in the H gallery.
  • Liquid pools in the air in the Bunny Girls' background H scene currently.  Need to fix some collider stuff.
  • Blocky shading artifacts appear on both FemCop and Onyx if they are covered in liquid while lit by FemCop's forcefield.  This is due to a shader conflict with the newly optimized liquid and the lighting technique used for the forcefield.  We're working on a fix ^-^.
  • Larva/Crawlers (and Vioreapers too) currently use humanoid bystander behaviors.
  • Crawlers' spit attack has a splash AoE where the projectile lands, but FX graphics aren't in for it yet, so it can appear as if Onyx is hit by nothing if she's standing nearby a landing spitball.
  • FemCop's force field doesn't emit light properly when the scene is mirrored.
  • It's possible for FemCop's forcefield to spawn on top of bystander enemies.
  • Splicer Thug needs new bystander animations before his section of the Chain Splicer's H scene.
  • At minimum zoom, you can see the incoming/outgoing Ball Drone used in the Runt's section of the Chain Splicer H scene before it's meant to appear.
  • Some of Wraxe's combat FX need to be updated to work with new animations.  Some may display as being rotated improperly or slightly out of position.
  • Charger's hitbox shifts slightly after he charges.  If he charges repeatedly this shift can add up to be significant.  It will soon correct itself however.
  • Liquid won't show on Onyx during the Thug's solo H scene.  This will be fixed soon.
  • The liquid spurt FX on one of the Thug's H scene finishers sometimes doesn't play.  We're aware of the cause and seeing if it pops up anywhere else before fixing it.
  • Infinite jabs are way overpowered against bosses right now.  Jab spam will be changed to a standing combo soon-ish (among other combat improvements).
  • Street Lord Wraxe sometimes blocks the view of H scenes with his big fat wraxe when he's a bystander.

Console Commands

The game isn't balanced that great yet, so some people have asked if there are ways to bypass bosses or get some help.  You can use console commands for this while the game is still rough around the edges. Press the  ` (backtick/tilde) key to open the console.  Type any of the commands below and press enter.  Press ` again to close the console.

  • godmode on/off - Makes Onyx indestructible and impervious to Exhaustion.
  • onepunchmode on/off - Gives Onyx the ability to kill anything with one attack.
  • setwave # - Sets the enemy wave to the number specified.  Changes will not be reflected in enemies until the current wave is wiped out.  If you want to fight Street Lord Wraxe, who spawns on Wave 20, then set the wave to 19 and wipe out the remaining enemies.
  • setgamespeed # - Multiplies the game speed by the number specified.

SYSTEM REQUIREMENTS

Currently only Windows 7/8/10 are supported. We plan on adding additional platforms if there is a demand. 8 GB of RAM and at least a 2GB graphics card are heavily recommended. If you get poor performance please let us know and post your system specs (or send to eromancergames@gmail.com ); we’re still in the early stages of gauging system requirements.

CONTROLS

Keyboard:

  • Walk = Arrow Keys
  • Dash = Double tap + hold Left or Right, or Hold L Analog Stick
  • Menu Controls: Confirm = X, Cancel = Z
  • Jab = Z
  • Power Attack = Hold Z
  • Punch Combo = Forward + Z > Z > Z > Z
  • Kick Combo = X > X
  • Stomp = Down + X (hits downed enemies)
  • Defend = Hold C
  • Jump = Space
  • Jump Kick = X while jumping
  • Zoom In = Left Shift
  • Zoom Out = Left Control
  • Skip Struggle / H Animation = X / Space
  • Skip Full H Scene = C
  • Escape = Pause Menu
  • F1 = Toggle Debug Overlay
  • F2 = Toggle Vsync (not recommended except for testing)
  • Quit = F12

Currently Supported Controllers: Xbox 360, Xbox One, Dual Shock 4.  PS5 DualSense controllers are currently only compatible in wireless mode.  **Note** The popular community made DS4 Windows drivers cause Unity to recognize a DualShock controller as an Xbox gamepad, and we can't tell them apart in code. This means that you'll be gifted with the untold joy of having your controller mapped by default with the wrong controls. You can fix it by rebinding the PS4 controller map, or removing the DS4 Windows drivers. (The latter is HARD, a simple uninstall isn't going to be enough)

BUG REPORTS

If you find a bug we haven’t listed in our known issues, please post the following with your description of the bug.

  • Operating System (if Windows, tell us 7/8/10, etc.)
  • Screenshot if applicable
  • Can the bug be reproduced? If so, tell us how!
  • OS language if different than English

Comments

Magalanium

I know it's a bit early in development but in what phase or update can we expect more to the story of the game

eromancer

We're considering making the main game mode into a story mode at some point, but that may be after the release of the game. The core of the story is based on that of our RPG, Malise and the Machine, as Pure Onyx takes place during that game.

Anonymous

the punch combo is more useful. :P