Hey everyone!
Here's the link to the July Pure Onyx release:
- TEST RELEASE DOWNLOAD (Mega)
- TEST RELEASE DOWNLOAD (Google Drive - Use if Mega is slow)
** Links updated with patched release as of August 2!
As mentioned in the progress update, this release features a new 2x Vioreaper scene for Onyx! It also includes improvements to the previous Vioreaper / Larva scenes, AI improvements for FemCop and Larva/Crawlers, fixes and improvements to destructible objects and the H system framework, and a Help screen + early tutorial framework.
Next month, in addition to our usual Pure Onyx schedule, we'll be returning to work on our experimental Rule 34 art/animation series called "XXXIV". I want to remind everyone that if XXXIV becomes well liked enough to sustain this Patreon page, and if we acquire enough funding on SubscribeStar, then we will migrate Eromancer (Pure Onyx / MATM) off of Patreon so that we have better control over our content.
Check below for the full changelog!
Changelog
(** indicates items added or being added since the July 22 Inner Circle patched test release. The following is only a list of player-facing changes, unless otherwise noted:)
H Scenes
- ** Added Onyx w/ 2x Vioreaper scene to the game and gallery.
- ** Added more liquid FX to the Vioreaper and Vioreaper + Larva H scenes
- ** Better face animation, more SFX for Onyx's Vioreaper + Larva H scene
- ** Fixed issue with character previews T-posing after scene plays in gallery
- ** Onyx's Splicer Thug scene no longer mangles Onyx's rig in the gallery.
- H animations now crossfade when transitioning naturally, and transition instantly when manually skipped.
- Added SFX to Onyx's Vioreaper + Larva H scene.
- Characters no longer blend out of T-pose in background scenes when H Filters are updated from Options while in-stage
Stage
- ** Improved performance of navigation graph regeneration when destructible objects are destroyed.
- Destructible objects no longer become glitched if a grapple is triggered just as they are destroyed.
- Destructible objects no longer spawn directly against the edge of playing field (prevents Onyx getting caught on them in the air)
- Destructible objects can no longer be hit by Stomp.
- Loot will no longer spawn where the pickups clip with destructible objects, and vice versa
- Increased barrel spawn rate during survival (wave spawn) events / missions.
- Fixed waterfall sound cutting out in Water Test Map.
Enemies
- ** Larva have a longer cooldown between leap attacks (much less stun-locky). It's twice as long at wave 1, and 1.5x as long after wave 20.
- ** Crawlers will now hit Onyx if they fall on her during spawn, and no longer temporarily freeze in mid-air upon colliding with her.
- ** Crawlers' spit cannon is no longer blockable.
- ** Fixed Crawler's attack zones / hurtboxes for Bite and GroundSlam. They should now properly use these abilities again.
- ** Fixed potential infinite loop that would result in Wraxe's AI freezing up.
- ** Added slight temporal randomization to restarting post H scene AI so that enemy movement isn't synced.
- ** Enemies no longer face the wrong way after H scenes
- ** Enemy animations no longer snap when leaving Idle after H scenes, as opposed to crossfading
- Added FemCop to the new AI ability manager system.
- FemCop no longer leaps around incessantly when not attacking.
- FemCop's Leap max distance reduced.
- FemCop's Kick combo attack hurtbox size reduced to only hit in front of her
- Continuous collision detection added to FemCop's final combo attack, thus increasing its range after she leaps forward.
- Enemies / NPCs no longer crossfade from T-pose when they spawn (Take 2)
- Wave spawner will no longer break if an enemy is destroyed for improperly leaving the stage.
- Larva/Crawlers that end up outside the intended combat area will now always return to it.
- Larva/Crawlers should always end up in the appropriate swarm instead of getting splintered into multiple unrelated swarms. This ensures they properly agro when their swarm is disturbed, and keeps their motion swarm-like instead of linear.
UI
- Added a Help screen with answers to popular FAQs. It appears once in-stage on New Game, and is subsequently accessible via pause menu.
- Less ambiguous messages on Quit / End Mission now make it clearer what progress is saved and what isn't.
- Max enemy wave is now displayed during survival events / missions.
Known Issues
Here are the newest/most relevant known issues.
- Onyx's shorts clip a couple times during transitions in the new H scenes. Ran out of time to do corrections :(
- Player character downed animation post H scene is currently not playing in Gallery, nor are secondary idle animations.
- Some new occurrences of enemies walking in place.
- Charger may slide around if stunned at a very specific time.
- Sounds are improperly playing during loading currently.
- Destructible objects don't receive environment lighting or cast reflections yet.
- Vioreapers are extra buzzy at the moment (even while knocked down).
- It's possible to make Onyx invisible through some combination of opening console / enabling God Mode while Onyx is flashing due to respawning
- Bat Bunny is missing her serving tray in her idle pose during actor selection in the H gallery.
- 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 = Z, Cancel = X
- 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