(Download link at bottom)
New patch is finally here! This patch implements a large volume of features of medium complexity. Due to the combined technical scope of these new systems, the development process took longer than usual.
While I like to keep the at least one update per month schedule, the scaffolding stage that "HRT2" is in sometimes make it difficult to do so.
Weaponry and Combat Mechanics
Pistols have been introduced as a new weapon type. To ensure these feel responsive, a new .hitScan flag has been implemented, allowing bullets to reach targets instantaneously while maintaining a delayed particle effect for visual clarity. Combat is now more fluid, as weapon swapping and item pickup can be performed while moving.
Enemy AI has undergone significant changes to increase difficulty. Units now run toward targets, utilize side-strafing, and demonstrate more aggressive targeting behavior. Ranged AI also initiates attacks from a greater distance. Additionally, units with the cantDie flag that fall below 10% max HP are now instantly defeated upon entering the downed state.
Status Effects and Potion Controls
A new customizable status effect system is now active, launching with Poison and Regeneration. These effects are utilized by the Regen Potion and Poison Flask, both available for purchase from the Alchemist.
To improve intuition, potion controls have been unified:
Left Click (LMB): Drink the potion to apply the effect to the self.
Right Click (RMB): Toss the potion to apply the effect to allies or enemies.
The Auto-Resolver and Emergent Gameplay
The implementation of the combat auto-resolver is a foundational step toward an emergent gameplay system. The goal is a living world where entities operate independently: traders move goods between locations, monsters attack those traders, and guards hunt down the monsters.
This simulation currently handles all combat between NPC parties and provides the player with an auto-resolve option on the encounter decision screen, displaying expected loot and potential losses.
Party and World Logic
Party dynamics have been expanded. Roaming parties may now feature a designated leader unit, and party descriptions now include health percentages for better visibility. To increase tension, parties no longer recover health while engaged in combat on the world map.
Note that the ability to join a battle as a third party or help a specific side is currently a work in progress.
User Interface and Quality of Life
Navigation and management are now more efficient thanks to a new 8-slot quick access bar. When entering new locations, a quick access screen now appears, granting immediate access to characters and points of interest without the need to open the map. General UI polish includes corrected key labels, such as changing "_1" to "1".
Technical Adjustments and Fixes
A debug shop is now accessible via the bug icon in the bottom-right corner for testing all available items. Directly dropping weapon models is now restricted to HR2.
Bounties are now cleared every in-game hour. This is a basic implementation and remains a work in progress, as the bounty system requires further refinement and additional mechanical depth to function as intended.
Changelog:
implemented new weapon type: Pistols
implemented new projectile .hitScan flag where bullets reach the target instantaneously, but with a delayed particle/tracer effect
implemented potion-throwing moveset
implemented throwable consumables
implemented customizable status effects; added the first two: Poison and Regen
implemented new potion types that utilize customizable status effects: Regen Potion and Poison Flask, purchasable from the Alchemist
implemented a new debug shop option (accessible via the bottom-right bug icon) with all items available for purchase
implemented a quick access bar with 8 slots
improved text for certain keys; for example, key "1" is now displayed as "1" instead of "_1"
implemented a quick access screen when entering a new location, providing access to characters and points of interest without opening the map
implemented combat auto-resolver/simulator
implemented an auto-resolve option for the player on the encounter decision screen with expected losses, expected loot, etc.
implemented combat between NPC parties via the auto-resolver
weapon swapping and item pickup are now possible while moving
expanded the PartyTemplatedData generatedChar section; roaming parties may now feature a "leader" unit
removed legacy pistol-related assets (not used in base game)
bounties are now cleared every in-game hour (work in progress)
directly dropping weapon models is now an HR2-only feature
parties no longer recover while engaged in combat on the world map
added health percentages to party descriptions (e.g., Player (75%))
AI: now runs toward targets instead of always walking
AI: now has improved (re)targeting behavior
AI: can now side-strafe occasionally
AI: is now generally more aggressive
AI: now initiates ranged attacks from a longer distance
"can'tDie" units with less than 10% max HP are now instantly defeated upon entering the downed state
fixed player projectiles sometimes not firing in the direction the player is pointing
fixed some unresponsiveness with ranged weapon controls
fixed an issue where opening the character editor and adjusting materials could softlock the game
fixed incorrect rendering problems with trail particles
fixed NPCs sometimes losing dialogue options after leaving the map
fixed scrolling not working on the trading screen
fixed an issue where closing a dialogue choice could result in the character attacking immediately
fixed a bug that caused AI units with ranged weapons to engage targets at a much shorter range than intended
fixed issues where the currently selected weapon was not being saved properly
fixed an issue causing unwanted attacks when exiting dialogue
Download LINK.
Starting a new save is strongly encouraged. Using an existing save file may result in new items failing to appear in shops.