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v0.5.1 release #179
LeadHeadBOD
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Update for v0.5. Old version is not needed to have been installed.
Changelog:
Fixed attacks that reported needing more stamina if the current stamina and needed stamina were exact matches caused by faulty floating point number comparison
Spanish localization reverted to the proper original 2001 one to be more accurate and consistent
[Spanish] The following attacks will now print the proper "new attack" message - club special, heavy club special, barbarian ice axe special (other languages will follow later)
[Spanish] Partially reverted the dark knight alert sound, that was introduced in v0.5
"New Combo" text will now get properly translated across languages
"Unworthy armour" text will now get properly translated across languages
Fixed potions still being drunk when knocked out of hands
Fixed drink animation playing even when potion has been knocked out of hands
[Barbarian] Fixed being unable to do any damage with punches while having light armour equipped
[Barbarian] Normalized strafe speed when using 1handed weapons or 2h axes to be same as when using 2h swords
[Barbarian] Backwards running speed actually faster now than backwards walking speed
[Barbarian, Dwarf, Knight] Dodge attack damage multiplier reduced to x1.2 across the board
[Barbarian, Dwarf, Knight] Dodge attack stamina modifier added x2.0 (stamina use mostly unchanged while making the attack weaker, since it was a low-risk high-reward attack)
[Dwarf] Fixed incorrect body part hit detection on medium armour
[Dwarf] Fixed visible gap on the medium armour helmet horns
[Lich] Fixed incorrect vertex assignments on left arm which caused distorted visuals on certain death animations
[Lich] Fixed incorrect body part hit detection
[Chaos Knight] Sped up pain animations to prevent them from being so easily stunlocked
[Chaos Knight] Increased heavy pain threshold to prevent it from triggering on weak attacks
[Lesser Demon] Slightly sped up pain animations to prevent easy stunlock
Running pain animation will now play only if character is actually running (previously even blocked hits would trigger it as long as the run flag was active)
Naginata new high definition model
Naginata improved hit detection
Adjusted regular orc UV maps (texturing) to no longer have a double mouth and other minor visual artifacts
[Marakamda] Minor quality pass for some light radius being too small to properly cast shadows
[Forge of Xshathra] Resolved a bug where a dark knight's 1000hp potion sometimes incorrectly spawns as a 500hp potion instead if a certain potion from Temple of Al Farum is brought into this level (and sometimes crashed the game)
[Forge of Xshathra] Restored sound to one of the elevators that was missing them
[Forge of Xshathra] Lava golem death anim slightly adjusted to have the head explosion make sense
[Forge of Xshathra] Final animation of the obsidian gemstone now plays at 60fps rather than 30fps
[Forge of Xshathra] Final doors before the golem fight should now close properly (and fast enough) to prevent the player from accidentally softlocking themselves
[Tower of Dal Gurak] Quality pass for some light sources to properly illuminate some areas and cast shadows
[Tower of Dal Gurak] The 2 cositas on the back entrance of the tower are no longer stuck in each other on spawn
[Tower of Dal Gurak] Fixed visible map geometry holes in lava
[Tel Halaf] Minor quality pass for some light radius being too small to properly cast shadows
[Mines of Kelbegen] Fixed a soft-lock if you are hit while trying to pick up the blue gem
[Mines of Kelbegen] Restored sounds to doors and elevators that were missing them
[Mines of Kelbegen] Quality pass for some light sources to properly illuminate some areas and cast shadows
This discussion was created from the release v0.5.1 release.
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