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miniLAW Alpha3.18.16 Changelog


BUGFIXES

  • Locked off sidebar functions when car is hacked into forced landing
  • Some dash fixes for new blocking direction lock mechanic to make dashing while blocking control more like before.
  • Fixed rate of fire and player bullet creation stats being wrong because I added an empty slot to player barrel creation
  • More enemy knockback hitbox tweaks. More adjustments to enemy fall damage makes throwing people off buildings and down stairs even more useful than before.
  • If the player loses their grab target and is in the middle of a grab based melee move, player will cancel out of move automatically. Snappier normal end to grab based moves.
  • Edited all cover hitboxes so characters position themselves more visibly against cover objects. Fiddled with enemy cover contact scripts to make it a little less bumpy. Lots of offset fixes for player character to prevent clipping at high velocities.
  • Chesthigh cover draw offset fixes. The JAWS gauntlet upgrade has the additional visual effect of picking the enemy up off the ground.
  • No more weird glitched shouting draw while moving through vertical doors. Enemies who hit the ground at high velocities no longer maintain a little stutter, and settle like they should. Skid time scales with movespeed. Various eyelight fixes for new walking and idle states.
  • More enemy defeated state platform contact script adjustments. Another fix to enemy player character finding script to prevent crash.

NEW FUNCTIONS

  • Now perfect block has an offhand counter as well as a primary hand counter. New move(set) does less damage than primary counter and has no knockback, but chains into normal offhand moves. New snappier combo triggering means moves don't need perfect timing to be pulled off, and moves string into each other a little more easily.
  • Now when you block you lock into facing the direction you were in before you started blocking. Double tapping a direction will change your facing while blocking. Better enemy falling state activation. Rudeboy knockback hitbox fixes
  • Revamped how all melee moves chain into eachother, so the player character deals out combo damage more readily.
  • Secondary animation for all fast basic attacks, so there is a slight visual variation in how they are performed at random.
  • Dash attack moves trade forward momentum for fast heavy melee attack.
  • Arrow indicator for visual contact with offscreen enemies. Information from this is indicator is limited but will let you know how many offscreen enemies you have line of sight with.
  • Improved grab controls mean you have to time the button presses less perfectly. Grab arm is now a separately drawn object that goes from the player's shoulder and attempts to connect with the enemy's head/neck region.
  • Powered down forward kick by making it only hit one enemy max instead of 2. As a tradeoff, all enemies that are knocked back at sufficient velocity will knock over other enemies in their path.
  • New 'gun up' idle pose. Change is strictly visual and for fun. Character will switch into gun up state and out of it from specific actions. No actual effect on player or hitbox from animation.