Tales of the Laser Knights
Steam News 29 December 20241y ago

Xmas / New Year Update 0.6.7a

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 th…

Update log

Full Tales of the Laser Knights update

The complete published notes, normalized for clean reading and source attribution.

Extracted changes

17 fixes3 additions8 changes0 removals
  • Performance
  • Gameplay
  • UI and audio
  • Fixes
fixedThanks 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.
addedMy favourite new features this time:
changedZak now sheaths his weapon if he doesn't need it!
changedanimations: player sheaths weapon if not attacking
changedvisuals: adjusted Trader Jane to have less "manly" shoulders
changedphysics: adjusted "carry object" -> smoother pick-up

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

Steam News / 29 December 2024

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