Update log
Full Tales of the Laser Knights update
The complete published notes, normalized for clean reading and source attribution.
Extracted changes
- Gameplay
- Performance
- Store
- Fixes
"Welcome to Mos Spicey" Update!
Another huge update... this time I updated the graphics completely, desaturated the environment colors, and made the whole world look more slick. I especially enjoy such subtle impacts like the "dungeon light" that surrounds the player while inside dungeons: it makes the whole scenery look much more dynamic, and the glowing eyes of the new enemy models are popping out even more.
I also was not sure if I should add the ability to swim because I didn't see the need to do it; now that I implemented it in some kind of rage coding ;) I am super happy with the results... it's fun to swim, and also not overused - only 2 level at the moment.
Have fun with the "new world" - the game looks and feels completely different now <3
Greetings, Denzi
Changelog
player: can swim
- playeradded dungeon light spotting player while in dungeons
player: smoother movement when stepping up or down (e.g. on rocks)
player: moved camera more towards player (also for boss fight)
- worldall houses & all rocks have new models & textures
- worldadded two water levels
- worldadded Three-Eyed Fish
- worldadded piles of sand (units move slower while passing sand)
options: lightrays can be set in options (full, simple, off)
graphics: huge performance increase
graphics: overhauled textures, models, FX, desaturated all materials
- graphicsnew item models (machine part, engine part, medikit, repair set, spice, moxies)
- graphicsfixed sort order of FX (e.g. heat haze, fog, etc.)
graphics: more detailled models for enemies (mwarf, flying bug, bat, junker)
AI adjustments
fixed: spice rocks being broken after re-entering a room
Source
