Additions:
- New system for executions that allows different items to have custom execution animations [list]
- Fireaxe, Shovel, and Sledgehammer now use a slightly slower execution that kills in one hit [/*]
- Wrench, Crowbar, Knife, and Cleaver now use a slightly faster execution that kills in 3 hits [/*]
Executions now slow the combo timer by 50% for a 5s
[/*]The combo flame now changes color depending on the rate it is depleting
[/*]Overhauled the audio for gore impacts
[/*]Rook's hostage grab now grants the target 50% damage resistance, thus allowing hostages to take an extra hit before being dropped
[/*]Enemies now react to being grabbed by Rook or when seeing an ally grabbed by Rook
[/*]Added placeholder animations for Rook snapping the neck of a hostage
[/*]Changes:
- \[Technical] Overhauled how guns evaluate if they are loaded, unloaded, or empty [/*]
- Character states are now persistent across level transitions [/*]
- Entering the outskirts area remove the "Wanted" state for players [/*]
- Exiting/entering the diner now removes/adds the non-combat area state [/*]
- Enemy cultists will now load their weapons as soon as they are alerted, rather than loading the weapon as a part of shooting a target [list]
- As a by-product of this change: [/*]
- Enemies have faster reflexes with regards to shooting [/*]
- You are less likely to pick up an unloaded gun from an enemy [/*]
If the attack button is held down before a respawn, the input will be processed after the respawn
[/*]One-handed blunt melee weapons now recovery faster after stopping and hitting a target
[/*]Removed/updated several loading tips
[/*]Shortened the default combo timer (4s > 3s)
[/*]Reduced the range of the nailgun slightly
[/*]Impact sounds no longer stack to an absurd degree
[/*]Rook's hostage grab can now target enemies that are near him regardless of if he faces them
[/*]Rook holds hostages closer to his center so enemies are less likely to hit him instead of the hostage
[/*]Rook can no longer punch while carrying a hostage
[/*]Canceling an execution will reset the time that the target remains on the ground, they will no longer immediately stand back up.
[/*]Punches no longer create blood sprays when hitting enemies
[/*]Adjusted the hitbox of punches to cover the immediate front of the character more
[/*]Fixes:
- Fixed Rook being able to pick up dead enemies as hostages [/*]
- Fixed enemies held by rook being stunned/thrown (and causing incorrect animations) [/*]
- Fixed firearms supercharging their velocity when being dropped after shooting [/*]
- Fixed character states not being 'respawned' during a load if the character lost the state later [/*]
- Fixed enemies not being thrown by certain attacks [/*]
- Fixed being unable to start an execution properly after swinging a two handed melee weapon [/*]
- Fixed torso animation bones not being reset when doing a full-body animation, resulting in occasional incorrect offset of held items [/*]
- Fixed guns checking for confinement collisions when not being held by a character [/*]
- Automatic guns now properly cease fire when dropped [/*]
- Fixed level transition colliders blocking bullets [/*]
- Particles from spray paint explosions now function similar to blood sprays [/*]
- Fixed being able to keeping punching after picking up an item [/*]
- Potentially fixed an issue regarding starting a new game and not properly deleting old save data [/*]
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