1.2.0 
 -------------------- 
 COMBAT UPDATE 
 
 MAJOR CHANGES: 
 - New difficulty setting "Mania!" 
 To unlock it, finish the game with the "hard" difficulty. This requires to achieve an ending without lowering the difficulty. 
 This makes enemies faster to move/attack and even more reactive. 
 
 - The gameplay is faster and more "nervous" overall, allowing for juggles, more reactive controls and more. 
 
 - Added more "oomph" to the sound effects, especially impact and falling sounds. 
 
 - Enemies now blink yellow when preparing a dangerous attack (a display option was added to deactivate this.) 
 
 - Visual effects overhaul. 
 
 - Player can now perform a combo finisher attack by pressing "guard button" during a combo. 
 
 - New enemy moves: 
 - Dart "upper smack" attack. 
 - Dart grab attack. 
 - R.J. grab and suplex attacks. 
 - Military grab and throw attack. 
 - Pound bot grab. 
 - Tribot "push" attack. 
 
 - Bosses we've already met can now appear in virtual arena training (and in quick fights after finishing the game) 
 
 - Lighter CPU usage (better performance overall) 
 
 - Traditional Chinese subtitles support! 
 
 AND MORE: 
 - Allow to hit opponents from a 30% larger depth range during battle (for both player and enemies) 
 - All non-robot enemies now have multiple faces on health bar HUD. 
 - Player can now dodge even when performing most attacks. 
 - Dodge input is memorized when performing the other attacks so it's performed ASAP. 
 - End fight no longer interrupts the player animation immediately. 
 - When thrown, enemies now get stun for a bit after each hit and get closer to the player 
 so it's easier to keep hitting them (thus juggling enemies is now much easier.) 
 - We can keep hitting dead enemies up until they start recovering. 
 - Enemies no longer stop their attack immediately after killing the player. 
 - Increased timer stun and added an effect when player or an enemy are defeated. 
 - Revised a lot of frame timings for attacks and collision masks. 
 - Increased reaction time when enemies are preparing an attack. 
 - Made player dodges even more reactive (after touching ground). 
 - Sound of enemy attacks is no longer interrupted when changing animation. 
 - Throwing bats is now faster and they have more gravity. 
 - Jumping with a weapon now keeps the jumpkick instead of throwing the weapon. 
 - Weapon now appears in hand during jumpkick and hit/KO poses. 
 - Each item now makes its own sound when falling & bouncing. 
 - New/improved animation for Brok jump down attack. 
 - New/improved animation for Brok crouch / grab items. 
 - New/improved animation for Graff jump. 
 - Sped up the player combo. 
 - Fixed generic rats don't grab their own weapons anymore. 
 - Special attack charge faster to fill and requires less health. 
 - Quick special attack no longer removes health if no enemy was reached and requires less health. 
 - Palm drop now has more impact and make enemies fall. 
 - Increased VFX hit size. 
 - Fixed animation changing immediately to idle when an enemy is hurt above the ground. 
 - Added timer before Tidy performs his arm attacks. 
 - Added slow down effect when a boss is defeated. 
 - Generic rat and Kins can now grab and throw any item from the floor. 
 - Thrown items can now hit from a wider depth range. 
 - Pressing guard button while attacking now performs the back attack. 
 - Dodging is now allowed during an attack (as long as player is on the ground) and interrupts it. 
 - New smoke effect when characters fall 
 - New smoke effect for Brok's powerful punch 
 - Blocking attacks now has more impact (enemy freeze and stun effect) and blocks from both sides. 
 - Added stun for Brok's special quick attack. 
 - Quick special attack (and some others) now display an impact on all the enemies hit. 
 - Quick special attack (and some others) now throw the enemies around the player, not all on the same side. 
 - Quick special attack can now be performed during an attack or a dodge. 
 - Revamped which impact sounds should be used according to each case (opponent type, weapon in hand etc) 
 - Grabbing items from the floor is now more lenient relative to player position. 
 - Rat chief uppercut should make us throw faster (moreg ravity until reaching ground) 
 - Graff's special attack now does a little damage to enemies and throws them away + improved SFX/VFX. 
 - Graff's movements are now much faster and with more gravity. 
 - Moves list is now viewable from the options menu in fight mode. 
 - Fixed VFX, timers and more things that didn't quite work as expected with hard difficulty. 
 - Big changes to gravity. Player and enemies now fall faster, but jump gravity is now separate from thrown/fall gravity. 
 - Tidy's special attack now gives more time to react when he bounces off walls and is slower overall. 
 - Fixed bug with player changing side while dodging. 
 - Graff now has his own movelist. 
 - Player hurt/thrown/KO/recover sprites now display the weapon/item in hand (also for generic rat.) 
 - Graff's movement can now be controlled when performing crushing jump and falling after stomping on enemies. 
 - Graff's slide is more dynamic and we can change side or not when animation finishes according to controls. 
 - Graff's weapons attacks are faster. 
 - Added inbetween frame for Graff's crouch. 
 - An icon is now displayed on top of player when the special attack is ready. 
 - Improved lasers creation (they used to not appear during a few frames until fully visible) 
 - Enemies now bounce off walls and room edges when thrown. 
 - Dodge is now improved in tights spaces with lots of collisions. 
 - R.J.'s and military bot charge attacks no longer stop when encountering different floor levels. 
 - Walking on different floor levels no longer stops the animation. 
 - Player jump button presses are no longer ignored when falling from low heights. 
 - Player jumping from lower floor to a higher one now makes the expected floor sound. 
 - Improved enemies jumping over obstacles. 
 - Characters shadows sizes and positions adjusted. 
 - Military bot made harder to hit from front. 
 - On the other hand, powerful punch now breaks all guards. 
 - Jumping while runnning is now faster 
 - Fixed a bug that made enemies less active than they should have been. 
 - The food items are now described underneath in fight mode menu. 
 - Fixed bug: we can no longer move NPCs around by using powerful punches in adventure mode. 
 - Fixed bug: Squealers Chief name did not fit into its health bar HUD. 
 - Fixed bug: spike balls can no longer be placed at the same position as another. 
 - Similarly, load and options get the corresponding bottom message. 
 - Moving close to an item that can be grabbed now displays a button prompt. 
 - When player hits several enemies at once (eg: jumpkicks) during the same attack, all enemies hit stay stun for the duration. 
 - Improved pound bot to feel better to hit (a bit less slippery, more often on our height level) 
 - Pound bot "danger" shadow is now always displayed on top of everything else (including other enemies). 
 - Pound bot ground pound attack now makes sound & effect. 
 - Added effect while dodging. 
 - After first playthrough, difficulty modes are unlocked for VR arena. 
 - New "Mania" training in VR arena in chapter 6 and after finishing the game (whether or not the actual mania difficulty is unlocked) 
 - Brok's special attack now attempts to go towards the enemy (drones) and do an uppercut when it's too high to reach 
 - Fixed shadow of crates barely visible and reduced gravity. 
 - Lasers shots sprites are now animated. 
 - The flag is now animated. 
 - Fixed bug with lasers placed being destroyed but still displayed on screen. 
 - Fixed enemies jumping all over the place when there's an obstacle. 
 - Cooldown for remote control on bots now varies according to difficulty. 
 - Trainings difficulties have been renamed to numbers to avoid confusion with difficulty setting 
 - Added a fourth training accessible from Chapter 6 and in future playthroughs. 
 - Items tab removed for Virtual arena fights (basically useless because all weapons are temporary) so the first tab is now the food tab. 
 
 NON COMBAT UPDATES: 
 
 - Upgraded GameMaker version to 2022 LTS. 
 - BIG cleaning of memory leaks! This should lead to improved CPU performance as well. 
 - New animation for Ott in police office. 
 - Glass panel in the intro now has a break animation. 
 
 - Improved labels on the world map so they fit better in all languages. 
 - Added instrumental version of the song for the Fall ending credits. 
 - Fixed bug: it shouldn't be possible to move cursor with DPAD while viewing concept art / fanarts. 
 - Fixed bug: line jumps after end parenthesis in the text wouldn't be displayed. (issue with Japanese) 
 - Fixed bug: can't leave the pharmacy if we cross the barrier at the last line of dialogue when too many articles. 
 - Fixed bug: killing Bolt left a second where we could click somewhere else and get softlocked. 
 - Fixed bug: mail crates were not properly saved and climbed automatically when using gamepad. 
 - Fixed bug: it shouldn't be possible to take the broken mine after chapter 1. 
 - Fixed: merchant no longer mentions a gift if we already took the statuette.
Post edited November 24, 2022 by COWCATGames