Xmas / Happy New Year Update 0.6.7a!


Thanks for all the feedback! We already fixed a lot of the issues, especially increasing performance on Steam Deck, and adjusting many of the new animations for the player, enemies and NPCs. 

My favourite new features this time: 

  • Zak now sheaths his weapon if he doesn't need it!
  • You can carry physics objects from one room to another!
  • NPCs show reactions if Zak tries to make them angry! :)


Here is the changelog:

  • animations: player sheaths weapon if not attacking
  • animations: if hit, player hit animation goes towards correct direction
  • animations: correct player animation during teleport 
  • visuals: "ready for heavy attack" FX is more beautiful
  • visuals: adjusted Trader Jane to have less "manly" shoulders
  • options: disable environment interaction & sunrays (for slower hardware)
  • physics: adjusted "carry object" -> smoother pick-up
  • physics: player can carry objects from one room to another
  • physics: action selection and highlighting is more precise
  • physics: player doesn't drop object anymore if a cutscene is started (only if cutscene itself needs it)
  • physics: plants near farm can be destroyed :)
  • world: hid some chests, added some rocks
  • AI: NPCs show reaction if player makes them angry
  • AI: adjusted most of the enemies' and Two-Headed Chicken behaviours and animations
  • UI: selection is circular - if going beneath the bottom UI entry, selection goes to the top (and vice versa)
  • UI: medikit is automatically selected (higher priority than detonators)
  • fixed: saving and restoring tutorials correctly (game breaker)
  • fixed: flying units do not follow player to death anymore, if s/he falls into a pit
  • fixed: Ramius now starts talking automatically (in mine complex) --> before, player could pass him and effectively skip that part of the story (Gamebreaker)
  • fixed: player continues to walk after a cutscene or leaving a door, if input is already pressed
  • fixed: player walking animation would sometimes flicker
  • fixed: player walking animation matches slow walking speed
  • fixed: Ramius' door was open all the time (should only open after meeting Ramius) (Gamebreaker)
  • fixed: dodge animation direction was calculated incorrectly
  • fixed: walk animation speed was calculated incorrectly
  • fixed: head animation towards targets was calculated incorrectly
  • fixed: Sandworm attack FX direction was calculated incorrectly
  • fixed: light rays of opened doors would not be shown
  • fixed: units stop moving when they are killed
  • fixed: Mwarf flamethrower FX was too big (too bright)
  • fixed: whole screen would sometimes stay blurred after loading a savegame
  • fixed: rumble would continue during tutorial UI
  • LOTS of performance increases

Merry Xmas and a Happy New Year! :) <3

Files

laser-knights-windows.zip 328 MB
Version 87 27 days ago

Get Tales of the Laser Knights (Demo)

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