Patch Notes 1.0.3.1.2
[h2]Change List:[/h2]
There was previously a bug that could occurred for some players when landing on the ICBH where the player would rapidly cycle between the rappel state and the walking state. In a recent patch, I fixed this by adjusting the slope of that part of the game and adding a cooldown to the enter condition of the rappel state. Because of this, if you landed at just the right angle on the corner of a platform with the tether above you, there could be a short delay where you’re falling despite holding the handbrake (as you’re technically not “rappelling”). To be safe, I’ve tightened that window, so this won't be an issue going forward.
Joshua Allin
Solo Indie Game Developer | [email protected] | twitter.com/Joshua_Allin_ | youtube.com/@JoshuaAllin
- Further improved shader pre-compilation to reduce stutter when viewing effects under new lighting conditions for the first time.
- Reduced Rappel State Cooldown from 0.5 to 0.15 seconds
- Minor visual effects polish
There was previously a bug that could occurred for some players when landing on the ICBH where the player would rapidly cycle between the rappel state and the walking state. In a recent patch, I fixed this by adjusting the slope of that part of the game and adding a cooldown to the enter condition of the rappel state. Because of this, if you landed at just the right angle on the corner of a platform with the tether above you, there could be a short delay where you’re falling despite holding the handbrake (as you’re technically not “rappelling”). To be safe, I’ve tightened that window, so this won't be an issue going forward.
Joshua Allin
Solo Indie Game Developer | [email protected] | twitter.com/Joshua_Allin_ | youtube.com/@JoshuaAllin