Patch 0.15 Live
This patch introduces the much requested Quicksave/Quickload system, along with cleaning up a lot of progression related bugs. Enemy flinching is now added, allowing for more combat strategies!
Note of caution: This patch will scrap current checkpoint progress, forcing you to play from the beginning of the level. Persistent progression like levels completed, weapons/augments collected etc will remain intact.
New Features
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Quicksave/Quickload system added
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Completely refactored save and trigger systems to make it far more reliable
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Checkpoints are far more frequent
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AI flinching added, heavier enemies will flinch if they sustain a large amount of damage really fast. Uzi's are really effective at this
Bug Fixes
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You can continue progress on Syn if you haven't finished the first level
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Fixed bug where one cassette will always unlock on end of level
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Fixed juttering effect when entering/exiting car, feels a lot more polished now
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Fixed Teratek crate key icon not showing up in inventory
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Exiting the car in water will no longer get you stuck in a permanent swimming state
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You can no longer jump on a Techno-Junkie head and have it miss its melee attack
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Fixed enemy kill counts in the stats screen
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Fixed shop item preview saying 'You can't afford this' even if you have enough money
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Enemies now consistently respawn after reloading a checkpoint (sometimes they wouldn't, breaking triggers and a bunch of other stuff)
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You can no longer die/finish a level with with shop UI open
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UI prompt now appears when collecting collectables inside a car
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Can no longer climb out of train-crash section
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When dying right after finishing off Artifact-Zero, he no longer respawns in the middle of a cutscene
Visual & Audio Tweaks
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Fixed spelling mistake on Further Grace augment
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Fixed animation export issues on weapon hud models
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New forcefield shader
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Low health breathing sound volume reduced
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Correct name set to Twincendiary in shop
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Slightly reduced fog amount on Ascension
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Added message prompt warning players of scrapping Checkpoint data
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