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Update for v0.5. Old version is not needed to have been installed.
Changelog:
* Fixed keys being suspended in air and not added to player if they had param `Solid=0`
* 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