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This patch is focused on addressing core combat mechanics and performance. Two-handed melee weapons provide better feedback as to when they are ready to swing, and have been adjusted to feel snappier in their swings. Learn the timings, crush your opponents. Guns have had several improvements, their contents are now saved between floors (you no longer have to rechamber a gun if you previously made sure it was loaded). Guns can no longer be stuck through walls and fired, instead characters will pull their weapons back when close to a wall and cannot shoot until space is made. This also varies based on gun length, so a hunting rifle is less suited to close-quarters levels when compared to say, a pistol. Plan accordingly.
In longer levels, performance would often drop as more enemies are killed. It has been discovered that the blood that would splatter characters (decals, not the particles that fly everywhere) would stack exponentially. So 1000's of these decals would be applied to a small space. This has been fixed an now only a couple decals will remain permanent, and the rest will fade over time.
Added new & updated existing melee animations to provide better feedback and make them feel snappier without compromising gameplay.
Added sounds to the charge-up of melee weapons
Reworked how blood splatter decals are handled The spray of blood that would decorate nearby characters could stack to obscene amounts, leading to performance issues. This should majorly help performance on longer levels.
Implemented a new system for saving the components of entities
Guns now save their contents No more rechambering your gun between floors, make sure you're loaded before moving on and you're good.
Added new 'confinement' handling to guns, guns can no longer be shot through walls and characters will pull their guns back when too close to a wall. No more playing it safe by shooting enemies through walls, get in there and do it yourself.
Added pump animations to the sawn-off
When dual-wielding weapons and using the alternate stance, a slight auto-aim buff is applied making it easier to hit targets while using this stance Outside of the beginning of high-rise, there was very little use to this ability. This should help it be more useful in spur-of-the-moment situations that would be near impossible to pull off otherwise.
Added more loading screen tips
Added some text to the pen in the contract window to make it clearer how to start a contract
Removed developer hotkeys
Fixed bladed weapons not creating gore effects
Fixed recoil animation of Tactical Pistol, Auto Pistol from effecting its firing trajectory
Fixed a bug with enemies not being able to use their melee weapons correctly
Reduced the intensity of water spill iridescence
Fixed an issue where freshly picked up melee weapons could not be swung
Debris from doors should no longer land at odd angles and block critical information below them
Adjusted the Bartender's dialogue with regards to the contract folder to make it clearer where it is.
Fixed signature disappearing after signing a contract
The Prowler does not unlock properly after beating the demo Because the story progression systems were so taped-together for the demo this likely won't be fixed until I rework them. If you want to play as the Prowler you can do this: Beat their level and return to the bar, before entering the bar escape to the main menu, click continue to reenter the game. This will save the Prowler as your current character but will skip the ending cutscene, you can then play whatever levels you want as them. (unfortunately you have to repeat this process anytime you close the game)
Killing an enemy with a shotgun whilst using shrapnel from a nearby door to knock them down in the same frame crashes the game. This bug refuses to go away, so currently you can kill someone so hard it kills the universe along with them.
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