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Changelogs

A topic by Lasso Games created Mar 04, 2016 Views: 7,064 Replies: 31
Viewing posts 1 to 20 of 32 · Next page · Last page
Developer

miniLAW Alpha2.18.16 Changelog

Bugfix

  • Music object fix.
  • Melee assault animation improvement
  • Fix to Shouts, enemies won't glitch and become invisible
  • Modify + offhand now doesn't do anything since it used to control offhand weapon activation.
  • Window Adjustment
  • Screen center on start
  • Collision Mask Fixes
  • fixes to Rudeboy initiate attack speed
  • Features

  • Some licensed SFX replaced with in-house recordings.
  • Your offhand weapon slot now factors into normal melee combat.
  • The e-truncheon shows up in sprites and gives your moves slightly more range.
  • The T-fist makes a zappy noise on hit and shoots out sparks.
  • Jaws Gauntlet increases the amount of time a grab works on anyone, and penalizes their resolve.
  • Combo system expanded, so now button mashing should yield some slightly more usable combinations, and a few more moves chain into eachother.
  • New offhand weapon that makes your melee attacks slightly more deadly. Reimplemented code to keep store from spawning duplicates since there are now enough different weapons to make it work without locking the game up.
  • Taser First now have bright blue trail
  • Eyes light up in the dark
  • Stomp Move! Stomp on people's faces.
  • Hostages, can be freed for additional RQ.
  • New MiniLaw street cop friendly NPC units
  • Hack locked doors and boxes, identify murder victims, find stolen goods.
  • Developer

    miniLAW Alpha2.23.16 Changelog

    Bugfix

  • Improved controller Support
  • Fixed Menu Navigation bugs
  • Ledge occlusion casting adjustment to make it blend in with normal platforms. Buymenu and Carmenu messages now reverted to regard buy/equip menus, new message on side for screen toggling when in gamepad controls.
  • All enemies now aim in a spread from around crotch to head height, instead of locking onto your groin region for firearm targeting. Fixed mysterious bullet interaction disappearance.
  • Explosions now interact with lights correctly.
  • Features

  • Door damaged states. Damaging a door sufficiently with heavy moves or gunfire will cause it to creak open, regardless of whether it is locked or not.
  • Darker smoketrails and smokepuffs. HQ map icon visual adjustments.
  • Mini-mecha assault unit now has a melee punch.
  • Platform/ledge/stairs sprite adjustments. Console bg object. A bucket.
  • miniLAW Alpha2.26.16 Changelog

    Bugfix

  • Revamped melee timing and enemy push back. Once you start a melee move you can switch the direction it's going to be thrown, right up until the moment the actual blow gets delivered, and then you are committed to that movement direction.
  • Enemy melee hitbox changes. Optical occlusion layer now draws green and staticky, so you should be able to tell what is platform and what is fog of war. Dash sprite fixes.
  • No more looking through doors with dashing or running into it really fast. Cut down most screenshake by half. Platform sprite edits to be less dark. Now in both platforming and map screens, things out of your range/that you cannot see are covered in static.
  • Edited all platform sprites so they blend together a little better. Damaged lights that are flickering change fg light conditions now. Occlusion layer point init adjustments.
  • Perfect blocks no longer knock people over on their own. Block countermove can only be performed after performing a perfect block, and then only in the window that existed before, so you can no longer spam the block to counter move. Made the block to counter move much more powerful as a tradeoff. Stomp hitbox fixes.
  • No more view bobbing while aiming and moving. Better muzzle position calculations for player gunfire. Wider window for performing block counter move. Enemy close range move fixes for gun using enemies. Headbutt move now correctly cancels out your grab target. Lots of sprite cropping to maybe cut down on those pesky texture page sizes.
  • Developer

    miniLAW Alpha3.4.16 Changelog

    Bugfix

  • Level drop handle now draws on GUI layer. Locked minimap text formatting
  • Back arm now draws in outlandish poses while you aim
  • Auto-heal system heals you more slowly and no longer interacts weirdly with blocking. Offhand arm during aiming bobs with walk. Minilaw guard stat fix to prevent crash interaction with hacker in certain circumstances. More block lockup fixes.
  • Head sprite changes for aiming. City border sprite adjustment.
  • Enemy attack animation speed limiters, prevent enemy melee moves from animating/progressing either too slow or too fast for it to work properly
  • Some enemy melee range fixes. In game menu formatting. Enemies will now properly become aware of you if you just run up on them and touch them while they are unaware of you.
  • Map/Car screen control prompt correction
  • Reworked beeper on map screen to not end up in weird places, now locks to comfortable relative position where it should be. No more highlighting or hovering over isoblocks when interacting with beeper. Map screen draw depth fixes.
  • Screen tilt save fix. Jacked default tilt back up to the way it was since player can manually turn it down now. Player block to counter move addition to keep it from locking up and ends it sooner after the move is complete.
  • Gun user melee move fixes, now assault unit gun-butt bashes time up with their animations better and aren't super overpowered clobbering moves. Fix to AC initiate melee cycle lockup.
  • Climb animation now plays more reliably and transitions into crouch/stand more smoothly
  • Enemy idle bugfix. Enemies shouldn't lose track of you in the middle of a charge or attack now. Locked door/player collision fix. You can only try to access a lock when you are moving slowly enough

  • Features

  • Tutorial now has 'press q to continue' prompts for lots of the text only parts
  • Tutorial additions. Shout to advance dialogue from sergeant. Compressed overall tutorial timeline. Tutorial dummy edits
  • Tutorial control prompts now read out differently depending on your control scheme.
  • Platform/ledge/stairs sprite adjustments. Console bg object. A bucket.
  • Giant robot punch has knockback, better activation conditions
  • Enemy bullets can now hit friendly NPCs. Fixed cardboard and wood hits crashing the game. Enemy door locator fixes. Enemy hitbox adjustments.
  • Developer

    miniLAW Alpha3.10.16 Changelog

    Bugfix

  • Heavy landing eye light fixes. Edit to rj ranger death animation, new death animation added to selection
  • Edit all hostage freed and walking sprites to make him less tall
  • Locked off special barrels at start of new game. Reorganized barrel creation script to include an empty item.
  • Renegade Justice ranger and hazmat soldier now have more hit, death, and ko states. Fixed bug where Minilaw cops start level locked up in a standing position and refuse to budge unless they made line of sight with enemy.
  • Muzzle offset fixes, made forced landing less likely, except in blocks with the 'loitering' crime, where you will be more likely to be intercepted.
  • New pixel surface, map circle and shout sound circles now draw to it for a hopefully more cohesive looking HUD in both map and platforming screens.
  • Reformatted drive time readout to be in a less stupid place and to read more easily
  • Improved npc commit movement script. Enemies now more consistently take stamina or health damage from long falls. Very long drops will kill enemies.
  • Various layer extras to keep them from breaking or drawing incorrectly. Enemy stamina damage from high speed falls increased..
  • More hacker fixes to keep it's attack from crashing the game. Attempted to fix enemy twitching due to target reacquisition. Mini mecha enemy knockback hitbox fix. Darkness surface object contingencies to try and keep it from drawing incorrectly.

  • Features

  • While in transit on the map screen there is a chance that moving over a hostile block will result in your vehicle being hacked, which automatically drops you into the level and times you out of using the car for about 4 minutes 30 seconds New Babel time.
  • Restored mask for phosphor burn. Now if you kill a knocked out target it will track it will correctly both deduct the point difference and penalize you for it appropriately if you were supposed to take them alive.
  • More force from being thrown through a glass window. Knockout moves shove enemies back slightly more.
  • Your diplomacy skill now factors into the resolve penalty for enemies, instead of only affecting range of your voice. New HYDRA and SPARK kinetic recycler upgrades available, recharge your power with successful melee connects and perfect blocks, respectively.
  • Doors now shake with various impacts. Shouting at idle minilaw cops will make them turn towards you. Changed player shout trigger priority.
  • Now when you block you lock into facing the direction you were in before you started blocking. Double tapping a direction will change your facing while blocking. Better enemy falling state activation. Rudeboy knockback hitbox fixes.
  • Developer

    miniLAW Alpha3.18.16 Changelog


    BUGFIXES

    • Locked off sidebar functions when car is hacked into forced landing
    • Some dash fixes for new blocking direction lock mechanic to make dashing while blocking control more like before.
    • Fixed rate of fire and player bullet creation stats being wrong because I added an empty slot to player barrel creation
    • More enemy knockback hitbox tweaks. More adjustments to enemy fall damage makes throwing people off buildings and down stairs even more useful than before.
    • If the player loses their grab target and is in the middle of a grab based melee move, player will cancel out of move automatically. Snappier normal end to grab based moves.
    • Edited all cover hitboxes so characters position themselves more visibly against cover objects. Fiddled with enemy cover contact scripts to make it a little less bumpy. Lots of offset fixes for player character to prevent clipping at high velocities.
    • Chesthigh cover draw offset fixes. The JAWS gauntlet upgrade has the additional visual effect of picking the enemy up off the ground.
    • No more weird glitched shouting draw while moving through vertical doors. Enemies who hit the ground at high velocities no longer maintain a little stutter, and settle like they should. Skid time scales with movespeed. Various eyelight fixes for new walking and idle states.
    • More enemy defeated state platform contact script adjustments. Another fix to enemy player character finding script to prevent crash.

    NEW FUNCTIONS

    • Now perfect block has an offhand counter as well as a primary hand counter. New move(set) does less damage than primary counter and has no knockback, but chains into normal offhand moves. New snappier combo triggering means moves don't need perfect timing to be pulled off, and moves string into each other a little more easily.
    • Now when you block you lock into facing the direction you were in before you started blocking. Double tapping a direction will change your facing while blocking. Better enemy falling state activation. Rudeboy knockback hitbox fixes
    • Revamped how all melee moves chain into eachother, so the player character deals out combo damage more readily.
    • Secondary animation for all fast basic attacks, so there is a slight visual variation in how they are performed at random.
    • Dash attack moves trade forward momentum for fast heavy melee attack.
    • Arrow indicator for visual contact with offscreen enemies. Information from this is indicator is limited but will let you know how many offscreen enemies you have line of sight with.
    • Improved grab controls mean you have to time the button presses less perfectly. Grab arm is now a separately drawn object that goes from the player's shoulder and attempts to connect with the enemy's head/neck region.
    • Powered down forward kick by making it only hit one enemy max instead of 2. As a tradeoff, all enemies that are knocked back at sufficient velocity will knock over other enemies in their path.
    • New 'gun up' idle pose. Change is strictly visual and for fun. Character will switch into gun up state and out of it from specific actions. No actual effect on player or hitbox from animation.
    Developer (1 edit)

    miniLAW Alpha 4.1.16 Changelog


    BUGFIXES

    • Enemy animation bugfixes.

    NEW FUNCTIONS

    • Intermittently anitmed targeting reticle
    • Palette swap shader for enemies, each of which can now have one of three color schemes.
    • Buildings now composed of tilesets for more modularity.
    • Added Combat Command list from the in-game control options menu
    Developer

    miniLAW Alpha 4.8.16 Changelog

    BUGFIXES

    • Screen interference fixes, hacker attacks threatening again.
    • Armor piercing rounds bugfix

    NEW FUNCTIONS

    • New Renegade Justice Hacker unit (Complete with Stealth Suit!)
    Developer (1 edit)

    miniLAW Alpha 4.15.16 Changelog

    BUGFIXES

    • Made first tick on DNA sequencer slower
    • Enemy sighting code tweaks
    • Streamlined file formats/sizes

    NEW CONTENT

    • Prototype Animus Ranger (Jetpack guy)
    • 2 New Story Rooms
    • Rudeboy Ranger
    • New SFX!
    Developer

    miniLAW Alpha 4.28.16 Changelog

    BUGFIXES

    • Fixed Bullet holes that were showing up from bullet impacts on walls.

    NEW CONTENT

    • New SFX!
    Developer

    miniLAW Alpha 5.23.16 Changelog

    BUGFIXES

    • Added sounds and text to equip and requisition menus to make actions clearer.
    • More in game response for special target capture

    NEW CONTENT

    • Gang reputation, effects specific gang spawn rates.
    • Garbage generation
    • Flies (bzz bzz)
    • More sound variety for: enemy combat interactions, guns, environmentals
    Developer

    miniLAW Alpha 6.23.16 Changelog

    BUGFIXES

    • Cover control issue fixes
    • Chest high cover animation fixes

    NEW CONTENT

    • More efficient debris
    • New scenery objects
    • More parallax BG variety
    • Scrolling LED marquees
    • More signs, both animated neon and bg plaque
    • Melee system refinements: all attacks are snappier and have enforced cooldowns
    • Dash and skidding refinements: less skating or gliding across platforms.
    Developer

    miniLAW Alpha 7.1.16 Changelog

    BUGFIXES

    • Phosphor shot now creates fire instead of just sparks.
    • Some augments nerfed to make them less broken at higher upgrade levels.
    • Platforming feel tweaks.
    • Crouch hit state now uses proper animations.
    • Eliminated long standing enemy twitching bug.
    • Enemies now use doors more frequently.
    • Enemy animation fixes.
    • Fixed a control issue that would lock up left/right movement sometimes.
    • Less touchy skid activation.
    • Playerdash timeout controls improved.
    • Crouch transition fixes.
    • No more cancelling out of climb with grab.
    • No more glitchy full cover cancelling.
    • Glass bulletholes in object windows go away when said window is destroyed.
    • No more running lock-pick from shift-dash.
    • Melee tweaks that disable moves should you lose your footing.
    • Enemies forward slide has more conditions to keep it under control
    • No more shooting while in mid-air: it's a feature?
    • Removed errant hole in bg tiles in rm_bar_small

    NEW CONTENT

    • Prototype animus hacker.
    • More enemy animations for RJ initiate.
    • More parallax BG variety
    • Scrolling LED marquees
    • More signs, both animated neon and bg plaque
    • Melee system refinements: all attacks are snappier and have enforced cooldowns
    • Dash and skidding refinements: less skating or gliding across platforms.
    Developer

    miniLAW Alpha 7.14.16 Changelog

    BUGFIXES

    • Fixed issue with forward jump and backward movement locking you into forward walk.
    • Fixed glitch dash that would launch you forward more than intended with no animation.
    • No more crouching in mid-air and teleporting to the ground.
    • AEFS fixes and additions.
    • Shield hits consume variable power.
    • Revamped how player hit state and animation trigger and get maintained

    NEW CONTENT

    • New cover objects.
    • New levels in alpha rotation.
    • Revamped lighting system: platforms and walls now cast shadows.
    Developer

    miniLAW Alpha 7.22.16 Changelog

    BUGFIXES

    • Minor platforming tweaks.

    NEW CONTENT

    • Enabled 60fps.
    • Lighting/Shadowcasting options in video menu.
    Developer

    miniLAW Alpha 7.27.16 Changelog

    BUGFIXES

    • Shadowcasting OFF option draws more efficiently.
    Developer

    miniLAW Early Access 0.1.0 Changelog

    BUGFIXES

    • Fixes to levels with misplaced objects.
    • Various changes to game physics.
    • Arranged texture pages for better performance.
    • Fixed a bug with leaving play area.
    • Improvements to enemy target finding.

    NEW CONTENT

    • Additions to enemy types and new enemy AI.
    • "Biofreaks" gang added.
    • New Boss Battles
    • Implemented Clue/Raid System.
    • Selectable traits at the beginning of every game.
    • Consequences to failing the 24-hour time limit.
    • More melee useability.
    • New platform stages.
    • New music tracks.
    • Suit damage sparking.
    Developer

    miniLAW Early Access 0.1.1 Patch!

    BUGFIXES

    • Tutorial button prompt typo fix
    • Trraining Targets no longer crash game if you headbutt them.
    Developer

    miniLAW Early Access 0.1.2 Changelog

    BUGFIXES

    • More tenacious melee enemies; hitting some enemies once no longer makes them stupid and confused
    • Enemy turning during melee limited; you can step past enemy attacks if you are fast enough
    • Death animation fixes
    • Less jittery player melee pushback effect on enemies.
    • Animation transitions for some enemy and player moves that did not animate back.
    • Extinguisher explosion bugfix
    • Several enemy attacks line up better with their corresponding animations.
    • Contingencies to keep menus from crashing
    • Detail ups to several existing enemy animation sets
    • Texture page optimizations
    • Load triggers for settings work better when going back into a level with a save.
    • Several keypress prompt fixes

    NEW CONTENT

    • Gamepad improvement: right stick points the gun; you no longer have to hold down an additional button to aim
    • Keyboard and controller rebinding from title menu
    • Friendlier gamepad/keyboard to mouse interaction on all menus
    • Electric zap effects for all electricty related damage
    • 3 New Levels
    • 5 New BGM Tracks
    Developer

    miniLAW Early Access 0.1.3 Changelog

    Added

    • Swinging physics based lighting


    • Factory level and assets


    • Construction site level and assets


    • Gang graffiti tags


    • Industrial background music track



    Bug Fixes

    • Optimizations for memory issues
    • Improved light and shadow physics
    • Barrel Bouncing Physics
    • NPC logic fixes
    • Debris fixes


    Hope you enjoy! As always, we are open to feedback here on the community hub and any of our social media outlets! Help us spread the word and get miniLAW out into more players hands and help our community grow! :D


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    Developer (1 edit)

    miniLAW Early Access 0.1.4 Changelog


    Happy Friday everyone! Time again for the weekly build, and 0.1.4 is ready!


    After we got a taste of the swinging physics on the light objects from 0.1.3, we had to keep going with it and take it to the next level. Here's what's on the slate for today's update:



    Added:


    Verlet integration for rope-like objects





    Rag Doll Physics for high-speed impacts





    New Meat Locker level, complete with swinging rat meat





    Gang-specific graffiti now generates in select zones based on which gang controls the area





    Hip new club track



    Bugs Fixed:

    • Fixed getting stuck in corner after impact.
    • Minor fixes to hospital and slums levels.
    • Full Controller Support added to game store page.

      Hope you enjoy! As always, we are open to feedback here on the community hub and any of our social media outlets! Help us spread the word and get miniLAW out into more players hands and help our community grow!
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