Full notes
Full BRUTALISTICK VR update
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What changed
- Gameplay
- UI and audio
- Balance
- Performance
BRUTALISTICK VR changes
This has been a long time coming. The idea has been taking shape for quite a while in my head and I finally felt the theory was solid enough to start building upon it. So here we are, enemies that properly react to getting shot and hit. They don't just fall to the ground when dying or becoming unbalanced but rather stumble and stagger. However, do keep in mind that this is the first iteration so it might still have some bugs or unintended behaviors and expect further improvements and polishing in future updates.
Changelog:
[Features]
Added fully procedural enemy animation system
Added kicking along with its upgrades (hold down the jump button and press the trigger to kick)
Enemies now stumble and stagger on death, hits to the legs and damaging enough hits to the rest of the body
Enemies can now grasp their wounds and try to catch their fall
Enemies can now curl up on damaging enough hits to their body
Enemies now either start flailing or curl up when falling or flying at high enough speeds
Blood can now flow on top of the armor when the shot penetrates
Reworked the player body (again) to be much less prone to glitching, and look and feel more stable
Player legs now actually move and (try) to walk and run
Both the enemies and the player now have footstep sounds (doesn't take different surfaces into account for now)
[Physics]
Decapitations or head splitting no longer as prone to physics glitches, decapitated heads actually abide by the laws of physics
[Weapons]
Added two tacticool melee weapons, the Modern Machete and the Tactical Sword
Added a .50 BMG Revolver, the Carpus Mortem
[Changes]
Enemies stand up faster now
Jumping doesn't force you to crouch down as far as it did before
Enemies now lose strength in their whole body at around the same rate when dying
Shotgun can now be pumped without pressing the trigger when a shell isn't chambered
[Performance]
Greatly improved the performance of enemy movement logic
Enemy check for grounded state much more performant
[Fixes]
Fixed armor not properly blocking bullets
Enemies now much less likely to grab air when trying to stop their fall
Enemies can no longer see the player through buildings or terrain, no more constant firing sounds
[Known issues]
Some (mostly dual wielding) enemies on higher difficulties slouch forward quite a bit when aiming
Player foot doesn't always reset right away after kicking
Source
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