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

PURE ONYX - February 28, 2022 Test Release!

Hello again guys!

We have the February Pure Onyx test release for you :D!

As mentioned in the progress update, this release marks the beginning of the combat overhaul, a long-term combat roadmap in which the first phase largely revolves around improving combat features already in the game -- visually, performance-wise, and functionally.  The second phase, which we will see parts of next month, will begin to add additional moves for Onyx.  I recommend checking out the Combat Overhaul sections of the February progress update for details. 

One important thing to note is that some of the controls have changed, and as such controls will be reverted to defaults for this release.  This is likely to be the case frequently over the coming months as we add features and make adjustments to combat.  

If you haven't played the February 16 release, then you should see a big performance boost with this one, as we've updated Onyx's combat rig to the latest and can therefore use her highly optimized model (on the world map as well).  Please let us know if this yields a noticeable improvement for you ^-^.

As always, check the full changelog below!

Changelog 

(** indicates items added or being added since the February 16 Inner Circle test release):

Important Fixes / Changes

  • ** Controls will revert to defaults due to changes being made to base controls.
  • 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)

  • ** Onyx's jab now has slight knockback to mitigate infinite jabbing (temporary fix until we add a standing combo)
  • ** Onyx's combo chains such as Jab, Right Hook, Backhand, Knee no longer push enemies to the side during knockback (experimental)
  • ** Heavy Punch (power attack) animation no longer looks glitchy if Onyx turns around directly after performing it.
  • ** Added a "Mod" key/button (CTRL for keyboard, L1 for controller) that modifies the behavior of Punch and Kick controls when held.
  • ** New controls for Stomp, now performed by hold Mod + tap Kick.
  • ** New controls for Power Attack, now performed by hold Mod + tap Punch.
  • ** Zoom In/Zoom Out default keyboard controls changed from Shift/CTRL to Q/A
  • 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)

Animations

  • ** Added new/improved Dash Skid animation for Onyx
  • ** Added dynamic physics to Onyx's boobers/jacket/hair/dangly bits during combat.
  • ** Added baked physics to half of Onyx's existing combat anims where it was missing (only existed on breasts/main hair previously).
  • ** Onyx's clothes now blow in the wind on the world map.

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

  • ** Updated game's versioning system/format
  • ** Updated default control graphics under "Controls" menu to match the new 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
  • Mod = CTRL
  • Power Attack = Mod + Z
  • Punch Combo = Forward + Z > Z > Z > Z
  • Kick Combo = X > X
  • Stomp = Mod + X (hits downed enemies)
  • Defend = Hold C
  • Jump = Space
  • Jump Kick = X while jumping
  • Zoom In = Q
  • Zoom Out = A
  • 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 

**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: 2/28/2022, 6:13:14 PM

Added: 5/29/2022, 9:37:59 PM

Service: patreon

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