HomeGamesUpdatesPricingMethodology
Steam News29 April 20188y ago

Early Access Update #5 042918 - Hands now attach to weapon grips when grabbed and various changes and fixes, see notes for details

Early Access Update #5 Changes - Hands now attach to weapon when grabbed - Now weapons will have hands attached to rear and front grips when grabbed by either left or right hand.

Full notes

Full The Last Operator update

Read the full published notes in a cleaner layout. The original post stays linked below.

What changed

0 fixes1 addition0 changes0 removals
  • Gameplay
addedEarly Access Update #5 Changes - Hands now attach to weapon when grabbed - Now weapons will have hands attached to rear and front grips when grabbed by either left or right hand. No more floating hands that correlate to controllers position in world, now they stay on the weapon. This is something I've been wanting to get working for a long time and finally solved it. Hide Hands menu has been removed from Main Menu room. Hide Hands menu has been removed from Main Menu room since it was a workaround for those who didn't like the way the hands looked. If there is a preference for players to not see any hands, it can be added back. Give feedback on forums if you like no hands at all when weapon is grabbed. Fixes - M6 - Collider improvements to give better wall shape on player body contact and also prevent accidental out of bounds teleport when teleporting to edge of wall. - M3 - Slopes added to sidewalks in some areas to allow smoother incline from the road. - Teleport Only - Direction arrow now in correct orientation to where player will be facing after teleport in M1, M2, M5, M7. - M4 - Player start height set to ground level, was a few feet in air. - Sniper scopes now enable on weapon being first grabbed and disable on weapon being fully released. There was a previous issue with scope activate/deact on front grip being grabbed. Timer was put in to workaround that, but this is a better solution. Additions - Enemies now react to missed shots landing in their vicinity. When shots hit around them they will investigate, if you are in their visibility range, they will attack. Coming soon and ongoing work... M8 - Under development. I will be focusing more time on Mission 8 and building out the level. It will be more of a mixed range style of engagement, with a longer range approach to the objective areas, and closer range combat once near objective.

The Last Operator changes

addedEarly Access Update #5 Changes - Hands now attach to weapon when grabbed - Now weapons will have hands attached to rear and front grips when grabbed by either left or right hand. No more floating hands that correlate to controllers position in world, now they stay on the weapon. This is something I've been wanting to get working for a long time and finally solved it. Hide Hands menu has been removed from Main Menu room. Hide Hands menu has been removed from Main Menu room since it was a workaround for those who didn't like the way the hands looked. If there is a preference for players to not see any hands, it can be added back. Give feedback on forums if you like no hands at all when weapon is grabbed. Fixes - M6 - Collider improvements to give better wall shape on player body contact and also prevent accidental out of bounds teleport when teleporting to edge of wall. - M3 - Slopes added to sidewalks in some areas to allow smoother incline from the road. - Teleport Only - Direction arrow now in correct orientation to where player will be facing after teleport in M1, M2, M5, M7. - M4 - Player start height set to ground level, was a few feet in air. - Sniper scopes now enable on weapon being first grabbed and disable on weapon being fully released. There was a previous issue with scope activate/deact on front grip being grabbed. Timer was put in to workaround that, but this is a better solution. Additions - Enemies now react to missed shots landing in their vicinity. When shots hit around them they will investigate, if you are in their visibility range, they will attack. Coming soon and ongoing work... M8 - Under development. I will be focusing more time on Mission 8 and building out the level. It will be more of a mixed range style of engagement, with a longer range approach to the objective areas, and closer range combat once near objective.

Early Access Update #5 Changes - Hands now attach to weapon when grabbed - Now weapons will have hands attached to rear and front grips when grabbed by either left or right hand. No more floating hands that correlate to controllers position in world, now they stay on the weapon. This is something I've been wanting to get working for a long time and finally solved it. Hide Hands menu has been removed from Main Menu room. Hide Hands menu has been removed from Main Menu room since it was a workaround for those who didn't like the way the hands looked. If there is a preference for players to not see any hands, it can be added back. Give feedback on forums if you like no hands at all when weapon is grabbed. Fixes - M6 - Collider improvements to give better wall shape on player body contact and also prevent accidental out of bounds teleport when teleporting to edge of wall. - M3 - Slopes added to sidewalks in some areas to allow smoother incline from the road. - Teleport Only - Direction arrow now in correct orientation to where player will be facing after teleport in M1, M2, M5, M7. - M4 - Player start height set to ground level, was a few feet in air. - Sniper scopes now enable on weapon being first grabbed and disable on weapon being fully released. There was a previous issue with scope activate/deact on front grip being grabbed. Timer was put in to workaround that, but this is a better solution. Additions - Enemies now react to missed shots landing in their vicinity. When shots hit around them they will investigate, if you are in their visibility range, they will attack. Coming soon and ongoing work... M8 - Under development. I will be focusing more time on Mission 8 and building out the level. It will be more of a mixed range style of engagement, with a longer range approach to the objective areas, and closer range combat once near objective.

Source

Steam News / 29 April 2018

Open original post

Changelog.gg summarizes and formats this update. How we read updates.