Full notes
Full Kvark update
Read the full published notes in a cleaner layout. The original post stays linked below.
Repeated intro
Hey everyone!
What changed
- Gameplay
- Balance
- UI and audio
- Fixes
Last month we were busy working on this new update and we finally adressed the most wanted feature… hands! ✋ Of course everything is subject to change so if you have any feedback for hands or other feature we would love to hear it on our discord. We also upgraded engine version from Unreal engine 5.0 to 5.1 which greatly improved lightning on moving objects, reflections, physics and much more. We tested improved physics of both versions and you can see difference here:
Here is the full changelog:
New features:
Enemy head will explode if you kill them with headshot
Added hands to all weapons and improved animation. Added idle animation
Player will push props around when walking through them
Improved camera shake on all weapons
Added HDR support
Improved fire feedback, player now sees flames when burning
Added highlight on pickup items for better visibility
Added headshot and damage indicator to the crosshair
Reprogrammed the whole weapon system from scratch (you won‘t notice that, but we did it :D). It‘s now more robust and modular. This will enable us to create alternative attacks and more.
[audio] Headshot kill now has unique sound
[audio] Overhauled all weapon sound to have stronger feel and fixed mixing
[audio] Wrench attack has more weight upon impact
[audio] Many new impact sounds, destruction sounds and prop sounds - rubber, plastic, metal, wood, cardboard
[audio] Reading device has audio feedback: beeps when not read
Balancing:
Change accuracy of all enemies
Changed damage of some weapons
Bugfixes:
[audio] Infinite loop of shotgun reload sound fixed
[audio] Infinite loop of ladder sound fixed
Many small environment fixes (alignment, levitating props, clipping, etc.)
Physics props will now detach from player if he is too far away, so props should now clip much less
Barrels close together will now consistently trigger each other when exploded
Save machine material fixed
Improved green acid pool in level 4
And what we worked on beside this update? We started by planning whole second chapter, all enemies and new weapons. After everything was planned we started on blockout of first level:
We also worked on new enemy:
More to come! If you want to follow development, we post regular development updates on twitter.
Source
Changelog.gg summarizes and formats this update. How we read updates.
