Devlogs
Xmas / Happy New Year Update 0.6.7a!
Thanks for all the feedback! We already fixed a lot of the issues, especially increasing performance on Steam Deck, and adjusting many of the new animations for the player, enemies and NPCs.
My favourite new features this time:
- Zak now sheaths his weapon if he doesn't need it!
- You can carry physics objects from one room to another!
- NPCs show reactions if Zak tries to make them angry! :)
Here is the changelog:
- animations: player sheaths weapon if not attacking
- animations: if hit, player hit animation goes towards correct direction
- animations: correct player animation during teleport
- visuals: "ready for heavy attack" FX is more beautiful
- visuals: adjusted Trader Jane to have less "manly" shoulders
- options: disable environment interaction & sunrays (for slower hardware)
- physics: adjusted "carry object" -> smoother pick-up
- physics: player can carry objects from one room to another
- physics: action selection and highlighting is more precise
- physics: player doesn't drop object anymore if a cutscene is started (only if cutscene itself needs it)
- physics: plants near farm can be destroyed :)
- world: hid some chests, added some rocks
- AI: NPCs show reaction if player makes them angry
- AI: adjusted most of the enemies' and Two-Headed Chicken behaviours and animations
- UI: selection is circular - if going beneath the bottom UI entry, selection goes to the top (and vice versa)
- UI: medikit is automatically selected (higher priority than detonators)
- fixed: saving and restoring tutorials correctly (game breaker)
- fixed: flying units do not follow player to death anymore, if s/he falls into a pit
- fixed: Ramius now starts talking automatically (in mine complex) --> before, player could pass him and effectively skip that part of the story (Gamebreaker)
- fixed: player continues to walk after a cutscene or leaving a door, if input is already pressed
- fixed: player walking animation would sometimes flicker
- fixed: player walking animation matches slow walking speed
- fixed: Ramius' door was open all the time (should only open after meeting Ramius) (Gamebreaker)
- fixed: dodge animation direction was calculated incorrectly
- fixed: walk animation speed was calculated incorrectly
- fixed: head animation towards targets was calculated incorrectly
- fixed: Sandworm attack FX direction was calculated incorrectly
- fixed: light rays of opened doors would not be shown
- fixed: units stop moving when they are killed
- fixed: Mwarf flamethrower FX was too big (too bright)
- fixed: whole screen would sometimes stay blurred after loading a savegame
- fixed: rumble would continue during tutorial UI
- LOTS of performance increases
Merry Xmas and a Happy New Year! :) <3