I'm happy to announce that update 5 has been released and are now live! https://youtu.be/3-90-BE8uq8 Below the full changelog: [b]Features[/b] - Dismemberment (big thanks to Kenamis from the UMA team to make this real!) - 4 new weapons: Longsword, Dual blade, Dane Axe, Rapier - New map: Canyon - NPC disarming - Physic based climbing (currently experimental and need to be enabled in the options) - New grappling points on bodies (arms and legs) - Draw cuts (cut while sliding or press a blade along flesh) - Weapons can penetrate multiple materials at once (stick enemies on wood, Shishkebab NPC...) - NPC / Ragdoll collisions (throwing NPC to others will damage them and knock them out) - Rope sliding - Enabled dynamic shadows (can be disabled in the options) - Improved lightning - Dynamic blood painting on weapons - Spectator mode [b]Enhancements[/b] - Damage now take into account the mass and torque of the weapon - Improved and added some sound effects - Dying animation now stop relative to impulse force - Increased arrow snap radius on the bow - Swords can penetrate tougher material with enough force (head, wood) - Prevent telekinesis to work when the player is not looking the target - All physic props (barrels, mugs, chandelier...) has been updated and now inherit the same logic than weapons (imbue lightning on metal, blunt damage, blood painting, etc...) - Possible orientations for handles are no more limited to 4 (shields and ropes get more handling orientations) - SteamVR: Opening the steam menu will disable inputs and pause the game - Oculus: Opening the Oculus menu or removing the headset will disable inputs and pause the game - Misc weapons balancing Modding - Some major structural changes to prepare custom maps and weapons, the downside is a lot of mods should be broken - Created dedicated JSON class for interactables and damagers - Holsters, ragdoll grapple point and ropes/ladders handles are now moddable (interactables) - All prefabs has been updated to use standalone components (in preparation for the future BAS SDK) - All props are now an item and therefore moddable [b]Modding[/b] - Some major structural changes to prepare custom maps and weapons, the downside is a lot of mods should be broken - Created dedicated JSON class for interactables and damagers - Holsters, ragdoll grapple point and ropes/ladders handles are now moddable (interactables) - All prefabs has been updated to use standalone components (in preparation for the future BAS SDK) - All props are now an item and therefore moddable [b]Fixes[/b] - Updated to 2018.3.11 - Fixed NPC turning their head too much when a target is behind them - Fixed some issues in the character customizer - Fixed Pimax controllers not recognized as HTC wands - Fixed locomotion collider preventing jumping along wall - Fixed wrong ground textures in the market map - Fixed cult and mercenary being in the same team - Fixed jump and kick reverted on the HTC Vive - Fixed NPC recoil on parry going in the wrong direction