July Anarchy Prologue is an experimental action-RPG set in a heavy-metal fantasy universe, where the player is thrown into a constant struggle for survival in the largest battle ever rendered in the Aurora Engine. Showcases entirely new concepts to the Aurora engine such as procedurally-generated battles and territorial warfare.
July Anarchy Prologue version 1.3 is on the way. This next version should offer a more randomized spawn system, more natural battles, improved endings and various fixes. Here's a rundown of what to expect.
New battle spawn system built from the ground up, ensuring more natural battles that feel much larger and more fluid.
Rebalanced weapons to make melee combat much faster.
Playing on Mosh Pit mode earns more Adrenaline.
Improvements to the "good" ending cutscenes.
Improvements to the missions in Sector D and C.
More capable AI for allies.
More voice acting.
Less idiotic Readme file.
Auto-saves added to certain areas.
Adjust cutscenes to no longer go over the engine's default vertical limit, requiring a camera hack to view properly.
New nu-metal journal entry and completion sounds now replace default sounds instead of playing over them.
Remove all instant death spells from enemies (for real this time).
Remove Bebelith's ability to strip away armor.
Properly compressed ending credits vid no longer takes up 88mb.
Return Vincent Meda's head to the proper pre-CEP upgrade model.
Army combatants in Tier-Anoch no longer use old weapons and AI.
Rocket Launcher can no longer be resisted by enemies.
Abandoning the comms tower while it's being repaired now fails that mission.
Various spelling and grammar corrections.
Removal of test box in Sector C containing a motherload of AdrenaMax items.
Tanks and technicians will no longer remain in Sector D after you reach the main battle.
Characters in Sector F no longer stand around doing nothing after the fight begins.