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Fast and Low News

Hotfix Patch 1.931

Hi everyone,

Just wanted to post a quick hotfix for some issues that were brought up recently. Game version is now 1.931.

Fixes
- FPS Interactions that were initially binded to "E" have now been moved to the proper "F" key
(these were interactions found in the Gun Range, Mission 1, Mission 2, Mission 6, and Mission 8)

- Improved enemy targeting to check for closest targets more frequently when chasing their primary target. (this makes enemies less likely to run past you when chasing your partner in Multiplayer)

- Improved enemy's ability to switch to next available target, when their current target is down.

- Fixed missing bullets/muzzle flash/sounds from Enemy Shotgunner's grounded firing animation

- Fixed issue with enemies running out of bullets when put in their grounded state.

- Reverted M4 VR gun audio for now (this is until i can figure out why it doesn't sound as good as the FPS players M4)

- Increased Enemy Pump Shotgun volume and sound range (it sounded too muffled)

Thank you everyone for your feedback! I wouldn't have caught some of this stuff without y'all! :D

Patch 1.93 - First Person Shooter Update

Hi Everyone,

The past 2 weeks, I've been focusing on improving the gameplay for the Desktop PC players. I've added the ability to lean around corners, reworked a lot of the animations, and fiddled around with the recoil and spread to make each of the guns feel more snappy. The game is now on Patch 1.93.

FPS Update

New Animations added for the FPS player.

FPS player models now have different hipfire and aiming down sights poses

Quicker Reload (new animation + shorter reload time) for FPS player when reloading with ammo in the chamber.



Leaning around corners now added for FPS players





Audio Changes
- Fixed the spatial audio for Doors.
Door opening/closing sounds can no longer be heard from across the map!
- Added footstep sounds for enemies and civilians
- Added knife "whoosh" sounds for Knife-wielding enemies

VR Gameplay Changes
- Opening the Revolver, Sawed-off Shotgun, Double-Barreled Shotgun, & Triple-shotgun now only ejects used ammo. Players can now easily reload to full instead of being forced to expend all their ammo all the time.



Misc Changes
- Enemies now have to rotate fully towards you before they start shooting at you
- Enemies in the "Standing still and Firing" mode may now run to available cover after a random point
- Adjusted enemy projectiles to better collide with walls
- Breaking enemy masks now put them in a brief "STUN" state
- "Attacking from ground" enemy animations reworked
- Fixed Bug in "Map 4" where hostages heads were exploding even when their executioners were killed.

Thank you everyone for their feedback and support. Have a happy summer!


Patch 1.92 - Hotfix Patch

Hi Everyone,

Just wanted to post a small patch that makes some slight improvements to enemy behaviors and fixes some things I've noticed in my playthroughs. Game version is now 1.92

Enemy Behaviour
- changes to enemy's player detection code so that they first need to see the player before they start shooting at them.
- changes to enemy pathing and their interactions with doorways, so there is less opportunity for firing animations to clip through walls
- "Standing Still and Firing" enemy behavior now updated so that they will eventually grow bored of waiting for their target hiding behind cover and will eventually try to charge/kill their target

Overall these changes were made to make enemy gunfights feel even more unpredictable, but at the same time, feel less wall-hackish and unfair

Player Grip Customization
VR Players can now tweak the alignment of their hands to better match with their controllers. These adjustments can be made on the "Calibrate Avatar" board.

Misc Changes
- Updated Hardwood flooring models in maps 1 and 3
- Updated Model Scaling in Map 5
- Adjusted Recoil and Recoil Recovery timings for all VR weapons to make them feel more impactful
- Adjustments to bullet impacts on walls so that smoke particles always move upwards, and added more spark particles

Development Changes
I was initially planning to create 3 additional maps have them pushed out with the Final Release of the game. However, when fooling around earlier this week and playing via Desktop Player controls, I was starting to feel that I may have spent too much time making the VR side feel good and did not pay enough attention to the quality/needs of the Desktop player.

As such, I plan to make improvements to the gunplay, the lighting, and the animations for the Desktop FPS player, so that this game will be awesome not only for the VR players, but the Desktop players as well. Since this will probably take some time, I will only be creating 2 new maps to go with the Full Release of the game, and I'll work on the 3rd map for a post-release update.

As always, thank you everyone for your support so far! Hope y'all have a safe summer!

Patch 1.91 - Enemy AI Update, Civilian Animations, Level Updates and More!

Hi Everyone,

Today I'm releasing Patch 1.91, which makes big changes to the enemy AI, adds new civilian animations, improvements to current levels and addresses a bunch of stuff that people have pointed out.

Enemy AI Changes
- Enemies will now react more dynamically when an ally dies in their line of sight
- New Enemy Shooting animations when missing an arm
- Slowed down transition from Fake Surrender -> Shooting you in the face

In previous iterations of Fast and Low, killing a hostile would cause surrounding hostiles to enter an "Alerted" state and look at their dead buddy. In 1.91, hostiles that witness their buddies die in combat will automatically be triggered (as if they saw the player). They would either run for cover, get ready to shoot the player on sight, or straight up charge the player's location.

This makes the game firefights feel more dynamic and it's fun to see the knife wielders (that are patrolling out of LOS of the player) just run around a corner and charge at you in the middle of a firefight.

Civilian Animations

Added a couple new idle and running animations for the civilians.


Look how scared he looks lol.

Buddy AI Improvement

Buddy AI has been improved (still could be better). But at least now he's capable of ordering hostiles to surrender, and killing them if they don't.

Level Updates
With the changes in enemy aggression, I've went through all the levels to make sure that they were complete-able. Adjustments have also been made to a lot of the levels, by either adding geometry, adding new textures, or redoing the lighting.

Geometry Changes (Map 1,2,3,4,5,6,7,11)
Texture Updates (Map 1,2,3,5,7,11)
Enemy Density reduced on Maps 5, 6, 7, 8, and 11.

Misc Fixes
- Added Glass Penetration to player bullets
- Fixed MP issue where other players gadgets (flashbangs/stingers/frags) would not attach to players (on Spawn)
- Remy Shotgun now uses a Pistol Grip.
- Remy Shotgun (Pump) handle size increased
- Sawed-Off Shotgun now blasts targets back on kill

Sneak Peek!!
Here's a sneak peek at one of the levels I'm working on now!





As always, Thank you everyone for supporting Fast and Low so far! Your feedback is greatly appreciated and I do try to address any issues that y'all stumble upon. Please let me know what you think of the enemy AI changes! I'm eager to know if y'all feel that the firefights feel more dynamic with these changes.

Patch 1.9

Hi Everyone,

Today I'll be releasing Patch 1.9, which aims to add more polish to Fast and Low. This patch will bring updated textures for all the character models, new hand poses when reloading weapons, improved death ragdolls, and a bunch of improvements/changes to current existing stock levels.

New Model Textures

I spent the majority of the past few months adding textures and details to all the character models in the game. Counting all the enemy, civilian, and player avatars...i had over 180 models to improve....

Before:

After:

An example of all the updated Player Avatars:



Hopefully these changes are noticeable enough in game!

New Hand Poses

There are now 3 different Hand poses grabbing a weapon magazine. One for rifles, One for handguns/smgs, and another for individual objects like shotgun shells and revolver bullets.





I also updated the model and the bullets for my favorite gun (the magnum) ;)

New Death Ragdolls

One of the things I noticed when playing the previous builds is the lack of oomph when blasting people with shotguns or blowing them up with explosives. With this update, enemy ragdolls get an additional push when they die.





This makes the ragdolls move more dynamically, and make the guns feel like they pack more of a punch!!!

Level Improvements

I've gone through all the levels to adjust the Scaling on all the furniture and clutter, to keep it consistent between all the levels, and to keep the immersion for the VR player. I noticed too many overly thick desks and stuff in the previous builds. I also re-designed the backgrounds for Map 4 and 7





Misc Fixes
- Found the cause for enemies shooting through walls when increasing bullet velocity
- Fixed issue with Remy-Shotgun not attaching to holster in VR
- Adjusted Recoil on most guns, but offset with Increased Recoil Recovery (this gives more pop) when shooting
- Added a variable to Pistol-wielding enemies that slightly randomizes their firing rate. This makes Pistol-wielding enemies sound less rhythmic

Whats Next

Buddy AI Update. This was supposed to be in this update....but it turns out...it's a lot more complicated than i anticipated, and it would have delayed this patch much much longer. But this is next on the docket, as well as the new maps to prep for final release.

As always, thank you everyone for your support and feedback! :D