Full notes
Full BRUTALISTICK VR update
Read the full published notes in a cleaner layout. The original post stays linked below.
What changed
- Gameplay
- Maps
- UI and audio
- Performance
- Balance
- Fixes
BRUTALISTICK VR changes
This update took way too long to release and for that I apologize. In return, I hope you'll accept my peace offering of the largest update so far!
Changelog:
[Features]
2 new types of missions - Zombie and Infection
Zombies and infected enemies
Night modes for Church, Farmland and City levels
New progression for unlocking night modes and new mission types
[Weapons]
.357 Magnum and 12 Gauge Revolver no longer experimental (now in main branch)
Added .44 Fat Revolver with a cyberpunk design
Added M16 with select fire capability
[Gore Updates]
Enemies now have a jawbone
Enemies now have upper arm bones
Enemies now have lower arm bones
Enemies now have thighbones
Enemies now have shinbones
[Physics]
Reworked player arms (again!) to minimize the dreaded inverted elbow. Also overall not as in your face as they were previously and more in line with the implementation of arms in other games while still retaining the physical nature.
[Additions]
City map now has working street lights that can be broken by shooting them
M16's mag release button now works as the fire mode selector. Mag can be released by manually grabbing it or just moving a new mag next to the old one.
[Graphics]
Reworked the skybox shader for nicer looking clouds
Skybox with stars and moon for night levels
[Changes]
Progression counter now gives a message when current progression limit has been reached
Missions tab now has pages since the new missions would've made the list too long
Shotgun can now be pumped only while holding down the trigger on the leading hand. This is in order to minimize accidental pumps and make aiming easier
Enemies now stand up, get upright and start walking faster
Enemies now start firing sooner upon seeing the player
[Fixes]
Enemies can now grab static objects when unbalanced. Previously it was only possible for them to grab dynamic objects, such as furniture and weapons, now it's possible for them to hang off ledges and such when thrown.
Fixed weapons that had a chance to insta-gib not doing chip damage. This was most noticeable with the .357 Magnum that had a low chance to insta-gib limbs but sometimes didn't gib when tens of bullets were unloaded into the same limb.
Fixed some weapons not leaving bullet holes in the torso
Revolvers can now be reloaded from the belt
Enemy pelvis height is now set according to distance from the ground to prevent the occasional bug of crouch-walking
[HOTFIX] Fixed new mission types being available before completing the unlock missions for them
[HOTFIX 2] Fixed infected type missions spawning zombies instead
[Known issues]
Due to the way the new arms work, overextending controllers can drag your body along with it. Usually this isn't an issue except when you set down your controllers or lose tracking.
Enemies sometimes grab the air when attempting to catch their fall
Source
Changelog.gg summarizes and formats this update. How we read updates.
