Majestic Nights is an episodic action-adventure-thriller set in an alternate 1980s where all conspiracy theories, past and present are True. It’s the bright and brash 1980s; a world crammed with hidden intrigue and sinister plots, government cover-ups and alien sightings, CIA experiments and the Truth.
Hello again everyone, today there’s a huge patch for Majestic Nights. Since this update is so large, we don’t have a full list of changes (it would be enormous!) so instead, I’m going to list out the major new features in each system of the game.
This change log covers changes from builds 19785 to 21641.
[h1]Save Games[/h1]
Unfortunately, due to the extensive changes in this update, save games from earlier versions will not be loaded. However, save Games now store progress per chapter, meaning multiple chapters can be played simultaneously.
[h1]New User Interface[/h1]
The entire UI for Majestic Nights has been re-built from the ground up. We now have better cross-platform support, and better support for controllers. This was an important step in our Linux development.
[list][*]New Inventory panel to display current weapon.
[*]Objectives are now listed on the HUD.
[*]Evidence and Case Files are now displayed in the Pause Menu.
[*]Removed Binder.
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[h1]New Cover System[/h1]
Cover in Majestic Nights has up until now, been placed manually by a level designer. This was a time consuming, and inefficient system that left some areas without cover. This has been replaced with a fully dynamic system. Any object that is large enough to protect Cardholder or Cal from gunfire can be used as cover.
[list][*]Any object can be used as cover by pressing against it.
[*]Cardholder and Cal will move to a nearby corner when taking cover.
[*]Popping out from cover is much faster.
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[h1]Improved Input and Controllers[/h1]
This update includes a completely overhauled input system with much improved support for controllers and other input devices.
[list][*]Force feedback (Rumble) when shooting or getting hit.
[*]Run by pushing the left analogue stick all the way.
[*]More Controllers supported ‘out of the box’.
[*]Input from multiple controllers no longer causes odd behavior.
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[h1]Balancing and Combat[/h1]
Combat has also seen several overhauls.
[list][*]Accuracy is no longer calculated by bullet trajectory. (now calculated as ‘hit’ or ‘miss’)
[*]Accuracy does not improve by aiming for longer.
[*]Aim Assist now leads shots to ensure a hit on a moving target.
[*]Aim Assist is much more aggressive on easier difficulties.
[*]Weapon sounds and effects modified for better ‘feel’.
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[h1]AI and Enemies[/h1]
The Enemy AI has been a large focus of this update, we have improved their predictability and intelligence.
[list][*]AI’s will investigate an area if they discover a corpse.
[*]AI’s no longer immediately run straight at the player when they cannot get a visual lock. (now they are more likely to shoot into cover, than to try to run around it)
[*]AI’s now correctly respond to getting shot. (no longer get shot and walk off)
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[h1]Animation and Art[/h1]
An important step in improving out animation systems was the implementation of Inverse Kinematics. This IK system allows us to programmatically move a characters hand or foot to a desired location, without complex custom animations.
[list][*]New Lighting engine with baked Global Illumination for better looking levels.
[*]IK Foot-Planting reduces foot sliding while walking or running.
[*]IK Hand placement while using weapons.
[*]Many new and improved animations.
[*]Characters now move to an appropriate position while interacting with an object.
[*]Character outlines are now visible through walls.
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[h1]Miscellaneous[/h1]
[list][*]Doors now open automatically.
[*]Removed Minigames. All of them.
[*]Moved the camera further away.
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We look forward to hearing any feedback you may have on our [url=https://steamcommunity.com/app/284140/discussions/]forums[/url].