0.5.1 - Low Blow

Back on track with 0.5.1! In this build you will see a lot of minor bug fixes that add up to a lot, and a few cool additions to combat and the environment. Strap in and get ready to bash your way through New Babel with a few more new maneuvers in your arsenal.
Additions and Optimizations
- New low rumble sounds for various heavy melee moves
- Adjusted maths and tolerances for all mouse-over functionality in both equip and buy menus; player pointer location should be a more consistent representation of what they are actually hovering over than before, and the area of the buttons should match what is onscreen almost exactly.
- New grab move, backwards throw, happens faster than forwards throw but has less range.
- Perfect blocks of enemy melee attacks now impart a stamina penalty against the nearest enemy, which is probably the attacker.
- Two new player moves, rising knee and rising shoulder bash.
- Raid console warning now stipulates that flipping failsafes is necessary. Three switches are now labeled as failsafes. Instead of 'caution', flipping all failsafes will make the raid console register as 'ready'.
- All enemies now have an explosion resistance. Most lightly armored characters still take full damage and force from explosions, while several tankier, heavily armored enemies will practically shrug explosions off.
- New type of civilian, the VR Junkie
- Explosions can now interact with swinging light objects.
- Ragdoll verlet collisions now have less bounceback, so bodies should ricochet off walls/floors less from perpendicular impacts.
Bug Fixes
- Fixed several oversights in the new glancing hit system for enemies that got them locked into a walk animation that they could not exit until hit.
- More adjustments to new enemy hit-taking system to make it more airtight.
- Adjusted enemy alarms during attack tracking so they should only be delayed for a maximum of 10 seconds if they get really, really confused.
- Changed compression on all music tracks to work with sync groups and also not take up a huge amount of space in final export
- All dash moves have an increased range of detection, trigger faster after the detection, and animate through to their last frame after the fact.
- Renegade Justice ranger should have better spacing on his attacks now, making them land much more consistently.
- Dispatch now makes a specific message to the player if they have augments in their inventory, but no augments installed
- Player dash smoke objects shouldn't travel through the ground now
- Coming out of a combatroll should now properly put you in a crouching state.
- Door lock object should now properly self destruct in event that it's door is destroyed, preventing a hard crash in event that a door becomes unhinged the moment it gets unlocked.
- Block/grab interaction fix: block cancels grab
- Rewrote roaches to behave more consistently, shouldn't randomly float down to the ground sometimes.
- Changed the way enemy knockout and death states get triggered to be faster; should be no more apparent gap between an enemy reaching 0 health/stamina and switching to the correct state
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