Minor update: V00.006a (just more stuff)
Read the original on Steam ↗——————————————————————
Here be a small update with changes... including various things ranging from adjustments, performance increases and some extra gameplay details.
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A D D I T I O N S:
- NPC vehicles now have different drive trains (4WD, FWD, RWD).
- Police car wheels can now be shot out (with audio Ohh!).
- Police cars can now have staged destruction values (smoke = light damage, Fire = heavily damaged (Car will try and slow down to a stop), Explosion = Completely destroyed).
- New Bullet physics (bullets can now ricochet, penetrate and lose velocity on said actions).
- New muzzle flash FX and heat dispersion FX.
- New M82A1 firing sound.
FI X E S and A D J U S T M E N T S:
- Police car steering adjustments (They shouldn't spin out as much).
- Police car speed adjustments (Now they wont go MACH-5 into the side of the hill).
- Police car layer detections prevents them from passing through certain meshes.
- Police cars temporary shooting method changed so they cant damage each other (Was leading to random destroyed cars due to friendly fire).
- Increased bullet velocity.
- Increased Killdozer Health (1000 > 2000).
- Fixed certain bullet FX not playing.
- Fixed issue where player could insert 12.7x99mm into a 5.56x45 Stanag.
- (Technical) optimized bullet code.
- (Technical) All exterior props (anything that has a collider, even the terrain and houses) collision layers have been adjusted so they aren't calculating collision data for EVERY layer. (Should increase performance)
- (Technical) Code cleanups preventing errors (a lot of errors).
E X P E R I M E N T A L:
- HDR post processing (Makes effects and lighting look nicer) If people are suffering more performance loss we will disable this feature..
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yours truly,
the Chefs at Killdozer
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