eromancer

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

PURE ONYX - August 31, 2022 Test Release

Hey again!

Here's the August test release of Pure Onyx!

**CONTROLS HAVE CHANGED (see change log)!!*

As mentioned in the progress update, the two major features we've added are traps/environment-based damage and the player dodge ability.

Firstly, regarding traps, I highly recommend checking out the Red-Light stage to see these in full swing.

We focused on two examples.  The first is the explosive barrel.  This is, at least for now, more of a boon to the player as only Onyx and other environment damage are able to trigger its detonation.  Upon being damaged, the barrel begins a pre-detonation timer, after which it explodes, hitting anyone (including enemies) nearby.  Afterward, damaging fire persists on the ground for a time.  This can be used to help take out packs of enemies (well, once we scale its damage up anyways).

The second trap we've added is a pyrotechnic trap in the Red-Light test stage. We're working on some improvements to both of these, both visual and functional.

As for dodging, we were able to add almost every feature we wanted to :D (see the progress update post for a detailed description), including the control changes to Defend and Interact / Pick Up.  There are a bugs to weed out and improvements to make but it's really solid overall.

Check out the full changelog below!

Changelog

(** indicates items added or being added since the August 24 Inner Circle test release.  The following is only a list of player-facing changes, unless otherwise noted:)

H Scenes

  • ** Fixed issue where enabling H content on Red-Light stage during an enemy encounter would cause the background H scenes to try to gather bystanders, sometimes calling enemies from across the map and soft locking the game.
  • Added SFW StruggleIntro/Loop for Onyx's Vioreaper scenes so that it is compatible with adult content filter (when H content is turned off)
  • Reaching max exhaustion no longer instantly ends grappling -- it simply disables escape input.  This allows for ensuing animations to be viewed and prevents continuity issues with animations.

Combat

  • ** The player can now Dodge by holding left/right direction + pressing Shift (keyboard) / R1 (controller)
  • ** Changed Defend control to Shift (keyboard) / Hold R1 (controller) while standing still.
  • ** Changed Interact / PickUp control to the old Defend key/button: C (keyboard) / Circle (PS) / B (Xbox)

Stage

  • ** Fixed fire SFX looping issue + improved volume levels
  • Added framework for traps, attacks from non-actor sources, and damage over time attacks
  • Added explosive barrels and ground fire environment hazard
  • Added pyrotechnic traps to the Red-Light test stage
  • Explosive barrels can now spawn during wave survival events.

Enemies

  • Expanded attacks and friendly fire backend system to accommodate traps and environmental damage.
  • Increased delay for standard enemies to be able to use H attacks again after an H scene ends to 5 seconds.
  • Fixed enemy knockdown/ground hit animations being smoothed unintentionally. Result is the intended jolt / floor bounce.
  • Crawler and Larva combat animations are much less stiff now (removed overly aggressive crossfading)
  • Fixed a major issue that would occur when Larva/Crawlers were killed by anything other than Onyx

Performance / Optimization

  • Knocked almost 13% off the disk size of the game.
  • Splicer Looter now properly uses performance (LOD) rig during combat.  Performance boost while he is onscreen.

UI

  • Fixed Skip message during grappling when H content is disabled so that it is SFW.

Known Issues

Here are the newest/most relevant known issues.

  • Jumping directly after Dodge will bug out Onyx's jump altitude (will be a tiny hop).
  • You can cancel out of Jump Kick with Dodge during a small timing window.  Definitely not intentional.
  • Enemy bystanders can take damage from fire traps
  • Some visual glitches involving the new traps.  Fire can be overly bright.  Some FX have clipping / draw order issues.
  • Explosive barrels that are about to detonate will disappear if a grapple begins before it blows.
  • Barrels are apparently still able to spawn inside each other.
  • 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 (UPDATED 8-31-22)

Keyboard:

  • Walk = Arrow Keys
  • Dash = Double tap + hold Left or Right, or Hold L Analog Stick
  • Menu Controls: Confirm = Z, Cancel = X
  • Interact / Pick Up = C
  • 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 Shift
  • Dodge = Forward/Back + Shift
  • 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: 9/1/2022, 3:26:36 AM

Added: 9/9/2022, 1:58:37 PM

Service: patreon

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