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MiniLAW: Ministry of Law News

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Greetings constables - just checking in with a few fixes, QOL updates and balance changes for you to enjoy!

Patch notes:
- Ragdoll sprites implemented for [REDACTED].
- 'Disable Video Distortion' now available under video options, allowing players to... well, disable video distortion!
- Minor fixes to a few cover pieces.
- Sleep margin changes to enhance/fix performance on higher end machines.
- Some balance and gameplay changes in hand to hand combat:

Enemy attack cycles play through even if you block them, so you have that much extra time to retaliate. They will still take the same stamina penalty, giving the light and heavy counters more meaningful use in a fight if you still want that stagger. In fighting game jargon, enemy attacks now have minus frames you can take advantage of if you properly block the attack.

On top of that, enemies can no longer block like before if they are already attacking - you can now reliably hit them through their blocks by blocking one of their light attacks.
Let us know how you feel about the new combat update, and we thank you for continuing to play!

Keep an eye out for a sale soon--we typically cut prices pretty heavily out of step with the big sales as a surprise and a thank you to our continued and loyal fan base. We appreciate all of you!

Patch 1.0.5.1

Greetings New Babelites!



This experimental patch features a few minor changes made to optimize the game for machines with marginal hardware and lower-end specs.

Most notably, a suite of hidden Steam achievements has been added for your enjoyment.

In order to access this build, please enable the beta/experimental branch from your game properties menu.



Notable Fixes:

  • Tweaks to bullet tolerance
  • Enemy AI cover-taking optimizations
  • Improvements to gib production
  • Updated armor piercing rounds


Notable Additions:
  • Kernel Panic effect on death
  • Added 8 new stages
  • New breakable objects
  • More graffiti!
  • New room decoration and cover objects


Achievements and Achievement Icons added!

Patch 1.0.5

Back again with another largely under the hood optimization patch! This should be a significant performance boost for struggling machines with optimizations to practically every non player object in the game, as well as a redesigned permadeath screen! There are also a few stat related changes related to enemy stamina generation.



Changelog:
- Tons of performance related optimizations of npc objects and subroutines.
- Reworked enemy stamina management, enemy stamina recovery now slows while staggered.
- 'Kernel panic' permadeath screen effect added.
- Most airtight version of player air to ground transitions yet.
- Pigeons optimized.

Patch 1.0.4.1

Hello players! Thanks to everyone who supported us and checked out the game during the summer sale! We've got a patch coming out today with a few small fixes for issues we've seen brought up.


Changelog:
- Changes to map generation that should keep important buildings in bounds and fill out more of the available space.
- Fixes to help higher end Win10 machines that were struggling with performance issues.
- Cutscene/newscast speed slightly slowed.
- Optimizations on platforms and some placement/architectural tweaks in a few stages.
- Various other under the hood corrections and optimizations.

[As per usual, you will need to start a new game once your game is patched for these fixes to take effect. Sorry!]

We are keeping an eye on the forums and making considerations for optimizations moving forward.

Thanks to all of you for your continued support and engagement!

1.0.4 - Constable Movement+ and lots of animation clean ups

Movement should feel more crisp and reliable across various actions. Clarity to all Constable animation frames. We also added tweaks to multiple other things. Check it all out below!
[h2]Player Movement Changes[/h2]
    We have made some changes to various aspects of player movement, feels more crisp.

  • Running or walking or dropping off a ledge will now put you in an 'airborne' state, making it a consistent transition state while in the air now.
  • Movement on stairs now tracks down to said stairs, so running and dashing on stairs should feel better now.
  • Climbing on top of a ledge will now properly snap you down to the ground as you come up.
  • When the player drops off of a ledge, now they are pushed away from that ledge less.
  • Player regains control over movement up to 8 frames faster after landing than previously.
  • Jumping and combatrolling also function better on stairs.
  • Rewrote how jump-ending controls and timers work. Each jump now comes with it's own time limit, meaning you shouldn't be able to bunnyhop nearly as fast as before.



Additions and Optimizations
Cleaned up every instance of the character's in game gun in all the player character sprites. Now the gun should be a cleaner box shape and should more closely resemble the title screen and cover art. Also edited the intro cut scene to match above.
Went over all 1500 frames of the Constable's animations and cleaned up details for consistency
Cleaned up a couple rough looking sprites for some of the first enemies that got animated (Boyka, Biofreak assault, Rudeboy soldier).
Syndicate assault reloads and aims more slowly, and has a lower ammo per reload.
Syndicate ranger should block slightly less often.
More quotes added to the final death quote screen.
Tightened Biofreak initiate's hitbox so he should push you back during your melee moves. Biofreak initiate now has idle and talking animations.
Biofreak hacker now has idle and talking animations.
Doubled framerate of player character idle animations.
Several enemies which are already highly resistant to gunfire and explosions are now less resistant to melee attacks (Biofreak assault and soldier, Syndicate assault and soldier).
Replaced outdated tile effect with tile sprites. Produces porcelain bits from bullet hits instead of concrete bits.
Player one handed 'push' move now has significantly more knockback if it connects (more than the kick) which scales up faster than almost any other move. Performing a cross, uppercut, or one handed shove and then crouching no longer causes your character to glitch back up for a second after the move is completed, so these moves can now reliably used to transition into a crouch.
Blocking and dashing/jumping off ledges should no longer conflict. You can now properly dash-block forwards while standing or crouching. Blocking and moving off a ledge in any way now cancels said block out.
Enemy types scale up faster with time, and the default enemy roster now has two types instead of one for more apparent immediate variety.
New chest high cover object: TILED WALL. Covers up your pooping and peeing in bathrooms. Also another type of toilet added.
Cleaned up depiction of Constable's gorget on lots of frames that either had it wonky or didn't have it at all. If you know what a "gorget" is without searching please reply in the comment section without spoiling it for everyone else.
Particle update! Player now moves smoke during a jump. The Constable's car now kicks up dust when it's low enough. The dust the player kicks up from skidding should be placed more accurately now.


Bug Fixes
  • Removed automatic recentering of windows from all cutscenes.


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