In this update6
Full notes
Full Project Warlock II update
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Repeated intro
Hey Warlocks!
What changed
- Gameplay
- Workshop
- UI and audio
- Fixes
- Performance
Project Warlock II changes
We’re back with another update that continues improvements on visual cohesion, animation polish, and some quality-of-life and bug fixes. This time its Palmer who's getting an arsenal glow-up, with several weapons reworked for more consistency and impact across the board. Here’s everything that’s new in this patch:
Palmer's Arsenal Refresh
We’ve gone back to the workshop and tinkered with several of Palmer’s weapons to better fit his unique style and to improve overall visual consistency across all 3 chapters.
Burst Rifle - A new set of animations
Harvester - Fully redone animations
Heavy Rifle - New shoot animation + reworked akimbo reload animation
Cartier - Reworked animations
Rocket Launcher - Reworked animations
Mortar - Reworked animations
Autoreload Shotgun - New visuals and updated animations
Gameplay Changes
Screen sway during melee weapons attack animations temporarily disabled
To address motion sickness concerns (thanks to :hauntedlove: for bringing this up on the Steam Forum), screen sway during melee weapons attack animations has been disabled for now. We're working on a longer-term solution.
Mortar Altfire Adjusted
The altfire’s multishot count has been reduced from 5 to 4.
HUD Update
You’ll now see an Akimbo Duration Bar added to the HUD to give you better awareness during dual-wielding mayhem.
Bug Fixes
Fixed disappearing Hay Piles in E1M4 (thanks, Kam)
Resolved screen tilt issues during melee attacks (Kam strikes again)
Addressed an FPS drop related to achievements (Kam once more)
Fixed broken akimbo drop particles for several of Palmer’s weapons
Crosshair Scale settings now save correctly
"Disable Important Notifications" toggle now correctly saves between sessions
Fixed issues with Project Rambo not working as intended
Until next time!
Source
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