Update log
Full Tales of the Laser Knights update
The complete published notes, normalized for clean reading and source attribution.
Extracted changes
- Performance
- Gameplay
- UI and audio
- Fixes
Thanks for all the feedback! We already fixed a lot of the issues, especially increasing performance on Steam Deck, and adjusting many of the new animations for the player, enemies and NPCs.
My favourite new features this time:
Zak now sheaths his weapon if he doesn't need it!
You can carry physics objects from one room to another!
NPCs show reactions if Zak tries to make them angry! :)
Here is the changelog:
animations: player sheaths weapon if not attacking
animations: if hit, player hit animation goes towards correct direction
animations: correct player animation during teleport
visuals: "ready for heavy attack" FX is more beautiful
- visualsadjusted Trader Jane to have less "manly" shoulders
options: disable environment interaction & sunrays (for slower hardware)
- physicsadjusted "carry object" -> smoother pick-up
physics: player can carry objects from one room to another
physics: action selection and highlighting is more precise
physics: player doesn't drop object anymore if a cutscene is started (only if cutscene itself needs it)
physics: plants near farm can be destroyed :)
- worldhid some chests, added some rocks
AI: NPCs show reaction if player makes them angry
- AIadjusted most of the enemies' and Two-Headed Chicken behaviours and animations
- CosmeticUI: selection is circularif going beneath the bottom UI entry, selection goes to the top (and vice versa)
UI: medikit is automatically selected (higher priority than detonators)
fixed: saving and restoring tutorials correctly (game breaker)
fixed: flying units do not follow player to death anymore, if s/he falls into a pit
fixed: Ramius now starts talking automatically (in mine complex) --> before, player could pass him and effectively skip that part of the story (Gamebreaker)
fixed: player continues to walk after a cutscene or leaving a door, if input is already pressed
fixed: player walking animation would sometimes flicker
fixed: player walking animation matches slow walking speed
fixed: Ramius' door was open all the time (should only open after meeting Ramius) (Gamebreaker)
fixed: dodge animation direction was calculated incorrectly
fixed: walk animation speed was calculated incorrectly
fixed: head animation towards targets was calculated incorrectly
fixed: Sandworm attack FX direction was calculated incorrectly
fixed: light rays of opened doors would not be shown
fixed: units stop moving when they are killed
fixed: Mwarf flamethrower FX was too big (too bright)
fixed: whole screen would sometimes stay blurred after loading a savegame
fixed: rumble would continue during tutorial UI
LOTS of performance increases
Merry Xmas, and a happy new year! :)
Source
