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)
