Version 0.6.1: Community Update 5


Hello out there,

This time it took me a bit longer to update the demo version... in between creating new content for the upcoming planets (and doing strange Tiktok videos about that ;) )

Greetings, Denzi

Changelog:

  • adjusted "Depth of Field" effect: less DOF on the edges of the screen (graphics are less blurry)
  • adjusted player/AI/NPC outlines
  • adjusted player animations (open chests, pick up items, default walking, attack)
  • adjusted Ramius & Uncle Bill & Admiral Thorne animations (walking)
  • adjusted Ramius walk speed (runs faster, especially when player has to follow)
  • adjusted grain field shader to bend correctly
  • adjusted flamethrower effects to look better (static & enemies)
  • enemies show smoke cloud when spawning
  • lots of AI navmesh adjustments: before, some enemies used to spawn in unreachable places, or tried to walk into mountains, etc.
  • minor AI adjustments: many enemies now randomly stop moving in between idling around (when not in attack mode)
  • added door to 2nd dungeon with obelisk (no need for the player to go back through the whole dungeon)
  • combined living room and entrance room of Zaks farm (easier for players to understand where to go in the beginning)
  • fixed NPCs going out of players way correctly
  • fixed head targeting system being too slow (e.g. player dodging looked weird with the head still targetting other enemies)
  • fixed flying units not adjusting their height correctly (flying either on the ground, or way too high above the player)
  • fixed black dot on Ramius' cape
  • fixed gamepad selection in Upgrade UI
  • fixed gamepad selection in Inventory UI (after tutorial is closed)
  • fixed wrong in-house step sounds (stone instead of sand sound)
  • added fridge animation :)

Files

laser-knights-windows.zip 318 MB
Version 74 Jun 19, 2024

Get Tales of the Laser Knights (Demo)

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