Brief Change Log
- New movement system dubbed “Toe2Toe” seeks to eliminate hit and run combat and bring the action in close
- Heavy animation alignment and scripting rewrites that speed up the pace of combat and reduce waiting times in-between actions to smoothen transitions and combat actions
- Added enhanced pushback to weapon attacks, promotes use of reach
- Improved parry and shieldblocking detection code
- Enhanced bonus for successful parry or block
- Standardized all parry animations to 1 second, 0.85 seconds will be active, meaning there is a window to strike an opponent who is parry spamming
- 3 new maps:
- aoc_galadan – Snowy campaign map that is the prelude to aoc_siege
- aoc_meleefields – Simple team deathmatch map
- aoc_fightpub – Team deathmatch with a twist, fists only in the pub!
- “Injured effect” – Briefly slowed to 50% movement speed after being struck (includes “stopping power” for projectiles)
- Added Impact effects – Camera will jerk and screen will smear in blood when struck
- New first person death cam – Experience death like never before, slam into the ground or be battered and thrashed all the way down a hill
- Added unique hand models for each class
- Full HDR support on most maps (excludes battleground and galadan)
- Massive amounts of readjustments to previous maps, introduced many new objectives and improved gameflow, reduced movement distances
- Points for completing and/or defending objectives
- Added “Objective Indicators” that toggle on and off with default “b” and display the location, distance and task required to complete an objective
- Over 300 new statistics being tracked and incoming (a few days) support for them to be displayed via steam community
- 25 new Achievements
- New records system, lets you track your best rounds, similar to TF2
- Introduced aoc_options menu that allows you to customize performance and gameplay options (ex. “multi-core”, “cheap water”, “disable minimap” etc…)
- Improved headsmashes to only occur when a blunt weapon deals more than 30 damage OVER what is required to kill a player, to the head.
- Headsmashes now spawn bloody chunks including eyeballs and ears
- All projectiles including thrown weapons, arrows and catapults now “hiss” by your ear on near misses
- Added information on playerclass menu about weapon stats
- Streamlined code, reduced polycounts in models, created more LODs for models, optimized maps, improved performance
- Fixed instances of “mega-lag” that occurred on theshore and after breaking the statue on sorrow etc…
- Added much stronger code support for parries, deflections, attacks and the animation transitions to address issues of animations not displaying
- Increased oilpot damage to an actually useful amount
- Weapon damage, speed, and range adjustments for balance.
- Improved map ambiance
- Fixed players floating while lit on fire
- Fixed pushable objectives sometimes “ghost moving” on their own
- Fixed flags sometimes bugging out and raising themselves
- Numerous other bugfixes, adjustments and tweaks.

