Update 1.1 (14 September 2020)
Full changelog is available here: https://lerppu.net/fury11.txt
ENGINE - Improvement
- Input is now tied to frame rate instead of the tickrate,
Game play should be much smoother
- Changes to text/font handling to allow additional locales
- Hundreds of various improvements and bugfixes
GAME CODE - Improvement
- Various objects include additional interpolation
to increase smoothness
- Rain code refactored to improve performance
- Few additional textures added to "triggerable gradient"
list for mapping purposes
- Tighten the feel for Bowling Bomb "Homing" activation
- Slight tweaks to Cultist AI
- Very minor tweaks to A.I. pathfinding
GAME CODE - Performance
- Fixes issues where heavy sound calls would tank the frame rate,
especially z3a4 battle
- Optimized frequent movement calls by enemies to reduce load
- Optimized physics code on moveable props
- Optimized some particle effects to reduce overdraw
GAME CODE - Bugfixes
- Workaround for invalid RETURN from nextsectorneighborz
to avoid console spam
- Fixes an edge case which lead to the fans not preventing
player fall damage sometimes
- Fixes an error that could lead to false positives in
line-of-sight checks from enemies
- Tweaks to reduce odd baton switching when pressing 1 and
firing certain weapons
- Fixes an edge case that could lead to the baton doing less
damage than intended for one hit
- Fixes an edge case that would lead to gibs not being generated
from specific map effects
- Fixes a math error that could mess up aiming the loverboy from
certain angles
- Mech fights will no longer cause issues with jumping
- Fixes an issue where secret level would not appear in results
- Fixes an issue where some enemy types would not count for
bowling Strikes.
- Fixes an issue where explosions on flying enemies might
not count for achievements
- Achievement for T-Shirt would not trigger
- Adds more checks for "fryall" event to account for additional
enemy types
ART - Improvement
- Shelly overpaint
- Centipede overpaint
- Wendigo overpaint
- Brute overpaint
- Skinjob overpaint
ART - Bugfix
- Sky texture seams fixed when playing at high FOV
MAPS - Improvement
- z1,2,3 Skybox textures have been adjusted
- z3a1 Platform trigger optimized to account for sequence breaking
- z1a3-5, Tiny tweaks to keypad & switch heights to align
with keyboard & controller players better (level view)
MAPS - Bugfix
- z3a4, Bathroom secret optimized, should trigger more reliably
- z6a2, locker blocking has been adjusted
- z3a1, Specific movement could cause a softlock in map scripting
- z6a1, fixed 2 blocking underwater sprites
- z7a2, Tweaks to outer ring ceiling to prevent squishing
- z2a1, Fixes small texture misalignment in a tank
- z1a1, Enemy patrol far away would wake enemies too early
- z1a2, Few unintended wall sprites were climbable
- z3a4, Extra failsafe on the final elevator to prevent softlock
Update 1.02 (18 September 2019)
New/changed:
- Added borderless windowed mode options
- Reworked the implementation of crouch toggle to behave in a more logical way
- Boosted visibility of enemies in dark environments
- Reworked both Clusterpuck fire modes
- Increased max Clusterpuck carry amount
- Decreased Bowling Bomb homing mode delay
- Added flight sound for homing missiles fired from enemies
- Added extra sound effects for flying skull drones
- Decreased max medkit carry amount
- Large medkit now only gives +20 HP on Maximum Fury skill
- Garbage cans and trash bags now sometimes spawn health syringes
- Health syringe can now boost health past 100
- Moved zone 3 boss fight ammo crates to more obvious locations and reworked their pickup mechanics
- Moved a few unfavorably positioned save checkpoints
- Improved pacing of final boss battle
- Increased radar duration
- Increased radar range
- Decreased radar refresh delay
- Decreased max radar carry amount
- Beefed up Disperser and Penetrator firing sound effects
- Tweaked Penetrator reload sound effect
Fixes:
- Performance, timing, and frame pacing improvements
- Fixed mouse buttons 4 and 5 not working on Linux
- Fixed setting windowed mode at the same resolution as the desktop just giving you regular fullscreen mode instead
- Fixed game sometimes fullscreening to the wrong monitor in multi-monitor setups
- Fixed possible crash or degraded performance after shooting mirrors repeatedly
- Fixed degraded performance after firing thousands of shots in a single map
- Fixed counting enemy deaths from the environment that could prevent reaching 100% kills
- Fixed Bowling Bombs sometimes failing to properly indicate that they were in homing mode
- Fixed being able to activate radar on the stats screen at the end of a zone
- Fixed the weapon display sometimes getting "stuck" when opening grates with the use key
- Fixed internal effect sprites sometimes showing up in map mode
- Fixed the player's portrait on the difficulty select screen sometimes only displaying static
- Fixed fall damage being applied even after a fan pushed the player upward
- Fixed the wrong weapon sometimes being shown on screen
- Fixed Ion Bow projectile not respecting the player's autoaim setting
- Fixed grenadier enemies being invulnerable to burning damage
- Fixed player sometimes dying after the end credits
- Fixed various possible progression blockers and unintended environmental deaths throughout the game
- Fixed a few secret areas that either didn't trigger properly or could trigger more than once
- Fixed maps sometimes getting their states reset when backtracking in zones 5 and 6
- Fixed end screen transition after final boss
- Fixed far away explosion sounds sometimes being too quiet
- Fixed weapon reload animation canceling
- Fixed linked up "HeskelCast" screens sometimes going out of sync from one another
- Fixed Bowling Bomb pickup always switching away from the Electrifryer, even if automatic switching was disabled
- Fixed audio clipping when killing many sections of a centipede enemy at once
- Fixed other misc map issues: texture misalignments, effect glitches, etc
Heskel's House of Horrors Update (28 January 2019)
- This new update includes tons of new features and additions.
One of these is a new Secondary Firemode! If it's not already bound, PLEASE bind your Right Mouse Button to "Alt Weapon Mode".