In this update4
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Full Lethal Dose update
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What changed
- Gameplay
- Performance
- UI and audio
Lethal Dose changes
NEW WEAPONS
Rocket Launcher: Fires a flying rocket that explodes upon impact
Grenade Launcher
Fires an arching grenade that explodes upon impact, or when hitting the ground.
It has a custom reticle
where you aim is where the grenade will land
NEW LEVELS
Ambush: The masked servants' beer run has been rudely interrupted by a flaming roadblock. With the help of a rocket launcher you will fight your way towards the mansion in the distance
Compound: Due to some unpaid parking tickets, your sailboat has been towed and is impounded at a nearby dock. Use your grenade launcher to help with bunched up enemies
MISCELLANEOUS
Re-added blood spatter animations when blood hits the ground (previously removed them due to performance concerns, the new animations are code based so they don't impact performance)
Combined Zoom and Far Look into one function: far looking also zooms the screen out depending on how far you're looking. This allows controller users to zoom out, additionally, using an analogue input for far look (default binding for controller is left trigger) allows for more fine tuned control
Spawnable Explosions: previously explosions were tied to explosive barrels only, creating the rocket and grenade launcher required implementing explosions that can be spawned anywhere. These will be used in the future for other purposes
Arching Projectiles: creating the grenade launcher required implementing an arching projectile. This could be used in the future for other arching weapons, e.g. a bow
Stand Guard enemies now scan back and forth from the same angle when starting/restarting a level
When near a lever, the lever has priority over other interactables (weapons and doors) e.g. if you're near a lever that's surrounded by weapons, the lever will always be highlighted first
BUG FIXES & PERFORMANCE
Improved blood spatter performance
Fixed a bug where enemies could miss a sound that should alert them, if another sound occurred shortly after
Fixed Stand Guard enemies not ignoring a body after seeing it
Fixed piercing bullets hitting the same enemy
Fixed piercing bullets and explosions missing some enemies when enemies are very bunched up
Source
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