eromancer

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Scraped: 1/1/2025
Indexed: 9/27/2020
Updated: 12/24/2023

PURE ONYX - November 30, 2021 Test Release!

Hey everyone!

Here's the November Pure Onyx test release :D! 

(Patched Dec 4, 2021)

Be sure to check the known issues!

This month we've added the first version of one new H scene to the gallery featuring the upcoming Bunny Girl enemies, and we've heavily polished the animations/FX for the Onyx vs FemCop + MaleCop double team scene.  

As of the mid-month release, we added treasure chests to the game.  We've also added example events for the Skyline and Sewer test maps where they become unlockable after passing certain waves.  In normal gameplay however they will usually be unlockable as you discover them.  There are currently two different models, with the larger representing better rewards.

We've made a lot of fixes and adjustments to core systems as we improve functionality working toward the upcoming combat overhaul and destructible props / traps / etc.  One critical area that's received a lot of changes is physics and collision.  This means there are a few hanging issues we still have to knock out (please see known issues!). 

The last couple releases had a bad hitbox issue that snuck up on us during our internal character attack overhaul.  It made enemy attacks and grabs reach significantly further than they should have, so gameplay was pretty frustrating.  That one is now fixed, among a bunch of others.  

Please check the changelog below for the full list of changes before testing :D!

Changelog 

(** indicates items added or being added since the November 20 Inner Circle test release):

  • ** Added early version of a Bunny Girl vs Bunny Girl H scene to the gallery.
  • ** Fixed a very nasty hitbox issue that went under the radar since late October.  It effectively increased all enemies' attack and grab ranges, making the game significantly harder / more frustrating.
  • ** Removed colliders from larva (the small worms).  This prevents Onyx from nudging them around when trying to stomp on them, making them less frustrating to hit.
  • ** Reworked physics to prevent Onyx from jittering or slingshotting when colliding with objects and playing field boundaries.
  • ** Charger boss now properly detects props and stops charging upon collision if he cannot reach his destination.
  • ** Fixed the wacky wavy inflatable henchmen (Runt and Thug no longer inflate/deflate during bystander idles)
  • ** Improved chest open animations.
  • ** Added a safeguard to help prevent enemies improperly leaving the playing field and glitching stuff up.
  • ** Holding 'Up' against the shop while jumping will no longer make Onyx hang out in the air.
  • ** The Charger's hitbox for Breath Attack no longer sits around for a full second after the energy beam graphic dies out.
  • ** Fixed issue where Onyx couldn't do a power attack (heavy punch) after jabs 2, 4, etc.
  • ** Completed Interactions system overhaul.  Loot lying around now causes less of a performance hit + items are less likely to spawn on top of each other.
  • ** Fixed an integer overflow issue that could result in the Wave # rolling over into the negatives if the player set the wave to a very high value via console.
  • ** The setwave command can no longer be invoked with negative values.
  • ** Debug renderer (F1 key) properly shows enemy agro range again
  • Added secondary motion (jiggles/physics) + fixed/improved animations for entire Onyx vs Cop Double Team H scene
  • Added liquid FX and post H scene liquid to the Onyx vs Cop Double Team H scene
  • Added loot chests!  Bigger chests = better loot.  These will get fancier in future releases.
  • Added example events in Sewers and Skyline wave missions where chests become unlockable at certain waves.
  • Completed partial overhaul of interactable system (allows for interaction cursor to appear properly on chests)
  • Completed internal overhaul of all player and enemy attacks.  This adds attacks and related data to our game database, making them much easier to add/edit, but the transition is a major one and has the potential to create bugs with existing attacks, so please be on the lookout.
  • Added optimized standard and low poly models for Street Lord Wraxe
  • Added optimized low poly model for Male Cop
  • Fixed missing helmet meshes / untextured eyes underneath helmet on Male Cop
  • Fixed the color of Male Cop's tralala -- his ding ding dong.
  • Added new FemCop grenade model + finished animations/FX for forcefield deployment during H scene

Known Issues (Updated Dec 4, 2021)

Here are the newest/most relevant known issues.

  • In rare occurrences Onyx can be pushed beyond the map boundary by the Charger if he has her pinned and then repositions over her before she stands up. 
  • Equipping items that increase Onyx's HP can cause an issue with the top left player HP gauge.
  • Due to the new physics code, Onyx currently can't nudge enemies around.  This makes it easier for her to get pinned, but should be resolved soon when we add this feature back in.
  • Still have to add some SFX for the latest H Scenes.
  • 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.
  • Reflection on Onyx's shorts looks weird during FemCop H scene.  Will fix in next update (I failed >_> soon)!
  • 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

Published: 12/1/2021, 4:18:26 AM

Added: 12/27/2021, 9:23:05 PM

Service: patreon

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