Additions
First draft of Act I\'s final narrative, including new levels
[/*]First pass of the rework for the Prowler\'s bossfight
[/*]Added cultists with body armor
[/*]Added new system to consistently distribute weapons/equipment across each floor
[/*]Added a button to the main menu that allows for the quitting of the game
[/*]Added directional arrows that will point to remaining enemies once 5 remain
[/*]Conversation Cutscenes can now be skipped if you previously completed them
[list]Skipping cutscenes may create unintended sequence errors, and will skip any forced actions as a part of the scene (i.e. starting a level) please report these if you encounter them
[/*]You will have to replay cutscenes to have them count as completed regardless if you completed them prior to the patch
[/*]
Conversation dialog can be sped up by clicking
[/*]Dialog options selected previously (whether in a prior playthrough or in the same convo) appear grayed out
[/*]Added various dialogs between cultists that can be listened in on in key levels
[/*]Overhauled the dialog rendering system to use Unreal\'s rich text widgets
[/*]Added explosions
[/*]Added new Items:
Chainsaw: Hold to saw, consumes fuel and has to rev-up
[/*]Frag Grenade: Turns things into not things
[/*]Terminus: Lever-action shotgun used by Malone/The Bartender
[/*][/*]Gave each playable character a unique car
Characters can only unlock/use their car
[/*][/*]Reimplemented Stress
Stress was a mechanic that was lost when all human/cultist characters were reworked
[/*]Stress triggers when reaching 1 hp left and increases movement speed
[/*]Stress is lost when the combo ends
[/*][/*]Added placeholder animations for fanning the magnum (Firing quickly)
[/*]Added/upgraded Roadkill(Bartender, Malone)\'s character to the new framework for player characters
[/*]Added new sounds for throwing items
[/*]Added new compression fx to gunshots and hits
[/*]Thrown items now have tracers
[/*]Updated the layout of the diner, with adjusted bathroom and roof access
[/*]Changes
Thrown items now target the enemy closest to the player\'s aim rather than the closest distance.
[/*]Removed the trauma kit in the diner\'s bathroom and replaced it with the ability to wash one\'s blood off
[/*]Trunk loadout items are now marked as hidden until specific levels are completed, making options available as the campaign progresses
[/*]Character state is now saved to disk after beating a level/entering a level transition and will be loaded correctly when re-launching the game. (The character you\'ve selected will remain as such after closing the game)
[/*]The Prowler can now start a new tail attack as soon as the last one finished its \'throw\'
[/*]Cutscenes now offset the camera so the speaking character is visible in the empty space of the screen
[/*]Rook can now grab standing enemies if they are facing away from him
[/*]Enemies taken hostage by Rook now have a larger damage radius
[/*]Overhauled Rook\'s portrait images
[/*]Characters are no longer automatically thrown back on death (The damaging projectile applies the force)
[/*]Blunt melee attacks now apply appropriate force to enemies
[/*]Projectiles now apply appropriate force to enemies
[/*]Guns now apply physics recoil to characters that shoot them
[list]Firing a gun will push you away from where you shoot
[/*]High-caliber guns will nearly stop your movement while firing to brace the recoil
[/*]
Knocked-down cultists now have a unique animation for being stunned
Should make it easier to recognize enemies that are still alive
[/*][/*]When using a two-handed melee weapon, tapping primary attack (and not fully charging the attack) will instead trigger the alt-fire bash
[/*]Enemies that are unarmed and cannot find a weapon will back away from the player
[/*]Enemies will now try to maintain a certain distance to their target, backing up if it is too close
Should help with enemies dogpiling the player, this effect is most noticeable on enemies with guns as they will maintain a much further distance.
[/*]This should also make sneaking up on enemies more important as they\'ll be harder to chase down once they\'ve spotted you.
[/*][/*]Breaking open doors is now quieter and alerts less enemies
Previously, entire rooms would be alerted upon opening a door, removing any need to enter the room before clearing it of enemies. Combat should be much more interesting now with less enemies rushing to your location instantly.
[/*][/*]Adjusted Overdrive\'s 2nd floor to provide more cover to the central office space in order to make pushing that area more viable
[/*]The Prowler no longer coughs blood in the intro to a level
[/*]The first gang member in \'Overdrive\' always starts with body armor
[/*]Moved the pipe in Overdrive and added a pistol to the starting area
The goal of the above 2 changes is to provide some light tutorialing for body armor, balance is still being worked on
[/*][/*]\\[Technical] Vehicles can now be locked
[/*]The engines of cars must now be started and headlights are only on while the car is running
[/*]Adjusted \'High Rise\' to smooth out level flow
[/*]Added some new routes to the Mall and adjusted props to make some areas less constrained
[/*]Updated the first-half of the tutorial level to only have one-handed melee weapons
[/*]Neon Bars now break when performing an execution (But execute much faster and in one-hit)
[/*]Reduced the shotgun\'s muzzle velocity (3000-4000 > 2750-3250)
Shotgun was very overpowered compared to other weapon options, range was reduced to keep its overall power but make it worse at long range-multikills
[/*]For reference, the old muzzle velocity/range was on par with the rifle\'s
[/*][/*]Enemies now remain knocked down for an additional second
Executions should now be more useful as waiting for an enemy to begin standing up is always slower
[/*][/*]Updated the bar environment
[/*]\\[Technical] Characters placed in-level (i.e. used for cutscenes) can now be referenced as playable characters
[/*]Rook\'s car will now properly disappear after switching to the Prowler in \'Night Prowler\'
[/*]Cultists with melee weapons will no longer rush towards a target and instead back away if they can\'t safely make it to them (i.e. the target is across a chasm)
[/*]Fixes
Fixed being able to sequence break and enter the bar before completing the story events that reveal it as a location.
[/*]Fixed a bug where in some cases player characters would not receive the \'player\' state and could be knocked-down.
[/*]Fixed camera pixelate shader not having its pixel rotation updated in all cases, leading to jittery pixelation during screenshakes
[/*]Fixed cultist character damage radius\' using a legacy physics material (And not registering as flesh)
[/*]Fixed ground friction not changing correctly for knocked-down/dead characters
[/*]Fixed being able to kill yourself by diving down the stairs
[list]Dont test that IRL though
[/*]
Fixed being able to become \'invisible\' to enemies by walking against sloped walls
[/*]The gang outside in \'Overdrive\' now react to being shot/damaged
[/*]Fixed the Prowler\'s tail having an unexpectedly strong impact on their movement
[/*]Fixed the wrong music being displayed for the Mall level
[/*]Fixed the Rifle being unable to unload empty rounds
[/*]Potential fix for cultists with melee weapons getting their ai locked when picking up a new weapon and their target is within range
[/*]Fixed heavy blast attacks not being able to deal lethal damage
[/*]Fixed being able to deactivate items while performing an execution (even if the item hadn\'t been activated)
[/*]Fixed a state error that could occur if you died while executing an enemy and didn\'t release the execute button before respawning
[/*]Fixed held item not deactivating after finishing the prowler\'s boss fight
[/*]Fixed being unable to open the pause menu after signing a contract or other circumstances
[/*]Fixed Escape not closing certain menus correctly
[/*]Fixed the Prowler\'s tail clipping through the floor in the intro of \'Night Prowler\' on occasion
[/*]Fixed the health bar updating incorrectly when being updated continuously, notably while playing the Prowler.
[/*]Thrown items no longer collide with low props
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