Full notes
Full TIME COWBOY update
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What changed
- Fixes
- Gameplay
- Performance
- UI and audio
- Balance
- Maps
TIME COWBOY changes
Other Changes:
Bug Fixes:
Fixed Weapons catching up too slowly when Player is moving at extreme speeds
Fixed Player Spawn Rotations in a lot of Era 2 Levels
Fixed where if the Player is about to move onto the next level and a Vampire attempts to check current weapon of the Player in the same frame, the game would crash
Fixed where if the Player didn't exist and blood particles are created, the game would crash
Fixed where if the Player grappled on to grapple point that disappeared, the game would crash
Fixed Steel of Death Special using default Projectile Behavior
Fixed Fist Kill Taunts not playing for Medieval Enemies
Fixed Level Timer being hidden behind Weapon Viewport
Fixed an error being spammed due to Hidden and Disabled Enemies trying to move
Fixed Weapon Equip SFX not playing when swapping weapons with Keys
Fixed Player Model Body not properly hiding on death
Fixed Tumbleweed being able to poison while dying
Fixed during laggy circumstances, pressing Next Level on the Level Finish Screen has a chance to proceed to the level after the next
Fixed Projectiles phasing through walls
Fixed Shotgun Explosions occuring when Player isn't moving or Enemy isn't in the air
Fixed Taunt Parry Arm not being lit
Fixed Fists and Taunt Parry Arm not having the correct texture filtering
Fixed Weapon Specials being usable while the game is paused
Fixed The Robot's Arm? not applying explosion on projectiles
Fixed Revolver's 8th Shot 3 Shot not actually having 3 charged shots
Fixed a crash where the player attempts to wall jump on a surface that is deleted within the same frame without checking if it exists
Misc.:
You can no longer pause the game during the Level Finish Screen
Disabled D3x12 Fallback due to broken graphics
Level Timer now shows m:s.ms instead of m:s:ms
Tweaked Exploding Arrows Knight & Melee Knight designs
Weapon Names now show up when you pick them up
Level Previews are hidden by default until you unlock them
Redone Level Previews of Changed Levels
Display Level Rank stays visible through Restarts and Level Changes
Pressing the Interact Keybind on the Level Results Screen will continue on to the next level
Slightly redone Level Finish Screen
Redone Torch Model
Normalized all SFX to not be extremely loud
Game now loads reused map objects once instead of every time on scene loading
Added Quit Confirm to Pause Menu
Changed Level Results HUD Visuals
Improved Explosion Visuals
Pressing Interact now skips the results animation of Level Results, then skips to the next level if pressed again
Main Menu Background now shows last level played
Enemies now lighten up when shooting for better visibility
Additions:
Added Loading Screen
Added Warning Screen
Added Viewroll & Weaponroll (Can be disabled)
Added Vingette (Can be disabled)
Added Speed Lines (Can be disabled)
Added Impact Frames (Can be disabled)
Added ability to turn off Hank taunting on kills (doesn't disable taunts from Taunt Parry)
Added ability to turn off Hank's voicelines being interrupted by damage
Added Unique Ambient Sounds to Steel of Man Boss Fight and Tension Level
Balance & Tweaks:
Torch can no longer stun Enemies
Reduced Torch Fire Time from 1.2s to 0.8s
8 Shot 3 Shot can be gained faster if shooting Limbs/Head
Crossbow now requires you to be facing the Enemy in order for it to hone in
You cannot switch weapons while the Crossbow is in recovery frames
Reduced Parried Stun Time for The Knight (6.5s -> 2.5s)
The Knight now attacks again on the Slash Attack after the first parry
Parrying now reduces the Enemy's Defense by 25% (Not Stackable)
Nerfed Milton's Damage (Hard: 45 --> 35) (Tuberculosis: 65 --> 40)
Buffed Taunt Parry Window (0.35s --> 0.45s)
The Knight now does his Slash attack more frequently, completely skipping the WALK phase
The Knight shoots every slash projectile without waiting on Tuberculosis
The Knight has a chance shoot arrows at the same while Slashing after the first time on Tuberculosis
The Knight now moves up in the air during his Slash attack
The Knight's slash projectiles are now 50% slower on Yellowbelly
The Knight is now stunned properly for 2.5 seconds instead of being stunned until the next attack
The Knight's Charge is now 25% slower on Yellowbelly
Nerfed The Knight's HP (Yellowbelly: 4500 --> 4250) (Hard: 4850 --> 4550)
Source
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