OZARK - Patch Update #4 - V 0.8.031

[h1]We're live with another technical patch. [/h1] [h2]This patch includes general fixes along with the new camera system implementation set to default. You can still access the legacy version if you actually enjoyed that version, but we decided to go ahead with the new version as default as the feedback had been extremely positive. [/h2] [h3]One of the biggest features to hit this patch is mouse and keyboard support. Yes, amazingly on a PC platform we now support mouse and keyboard. You will find that the controller is still set to default until you switch it in the settings, but if you want to jump right into mouse and keyboard by default, simply hit the Escape key, and the system will enabled M+KB. [/h3] [b]The new mouse and keyboard control scheme yields a totally different way to play. From our previous post we were experimenting with different ways to aim, and a lot of our progress didn't pan out because of the difficulties with aiming in a 3D/Side scrolling environment. [img]{STEAM_CLAN_IMAGE}/40318892/ac783e9bc2645e55db6036c609783d02f51bff07.jpg[/img] [url=https://alterboy.ca/ozark/images/mouse_keyboard.jpg][ View Full Sized Image ][/url] We found that generally the best case would be to keep free aiming to a basic aim-forward stance, and allow enemies and shoot-able props to be able to be aim locked by hovering over the target you want to aim lock onto. [i](See video for more details on new aiming system)[/i] [previewyoutube=znCsqWUe3zg;full][/previewyoutube] The only thing remaining that will hopefully be included in the next patch, is the default P1 controller to be set to the P2 player when mouse and keyboard mode is active. This will save you from having to plug in 2 controllers if you want to play with mouse and keyboard in 'Team Duos' or Versus Mode. [h3]Additional Patch Notes:[/h3] [list] [*] Improved grenade projectiles. Movement curve now applies velocity when completed. [*] Increased the distance for acquiring environmental pickups. [*] Fixed an issue with locking on and animation states. ( When aim locking the character will no longer miss the next animations state and no longer appear to slide.) [*] Explosive barrels and gasoline containers can now be aim locked. [*] Added keyboard input UI for the general menus [*] Added keyboard input UI for the searchable and interactables. [*] Enemy AI melee attacks do not instantly kill the player, unless your are struck in the head. [*] Reduced jumping gravity, allows more air time while jumping. Character doesn't feel as "heavy". (Still fine tuning this based on player feedback) [*] Increased enemy grenade probability, the previous version was set too low. [*] Reduced the enemy AI recoil. [*] Fixed a takedown animation variation, enemy no longer is pushed into the air. [*] Refactored various UI sounds. [*] Refactored the aiming system to correctly align aiming and firing orientations. [/list] [b]Please let us know if you encounter any issues, bugs or technical glitches with the new changes. [/b] [b]Thanks for playing![/b] -A