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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