The Burst version 1.0.32 is out!

[h1]Greetings operatives![/h1] I come bearing great news! We now have full bHaptics support! That's right! Now you can feel everything that poor Hornet feels! Getting shot, falling into the abyss, blowing up, crashing your mirage into a ton of explosives! Sounds like an amazing experience! Right? Oh, and by the way, there's a whoooole lot of other things we cooked with this new version! One of those things are... ACHIEVEMENTS!!! That's right, they're finally here! Also we've done some requested enemy improvements and much, [i]MUCH[/i] more! Anyways, im sure you're curious about what exacrlty we did and what feedback we implemented, so here's a full list of everything! [h2]Gameplay[/h2] [list] [*] Armor debris collision is fixed — the player can no longer stand on armor pieces [*] ACHIEVEMENTS [*] Enemy accuracy is now range-dependent [*] Enemies now react faster if they lose sight of the player [*] Enemies now play turn animations correctly [*] Several climbing issues were fixed [*] Elevator buttons now have better visibility and differ in color [*] The player’s hand no longer disappears when reloading a save with a weapon in hand [*] The climbing is now more stable [*] Varg’s hooks are now easier to access [*] Syringes no longer affect cutscenes and their buffs are removed before the cutscene starts [*] Enemy troops are now more mobile [*] Enemy accuracy now depends on the player’s mobility — increases for standing targets, decreases for moving targets [*] Enemy recoil is now both vertical and horizontal [*] Actions leading to enemies dying are now registered correctly [*] Several enemy animations were updated [*] Several issues related to hook-dash ability were resolved [*] The final boss now properly stops before dying [*] Health and armor values for bosses underwent balance changes [*] Enemy fire rate was rebalanced [*] Enemies no longer yeet themselves to space after jumping [*] Heavy enemies now have their jogging animation fixed [*] Some enemies were mistakenly unhookable before. Not anymore. [*] Melee enemies that can push now look for cover if the player is unreachable [*] Took away teleportation tricks from enemies. Now they jump over obstacles properly. [/list] [h2]Level Art[/h2] [list] [*] Several annoying broken collisions, fog and flying objects were fixed in the Bunker mission [*] Fixed distance culling of some meshes at Leadlair [*] Missing gameplay sublevel in the Bunker mission is now restored [*] Prologue underwent some minor fixes [*] Cull distances at Bordergate now work better [*] Track Owner no longer talks to the player after you escape the track [*] Light mobility at Forgepolis was improved [*] Proxies at Bordergate now work properly [/list] [h2]Graphics[/h2] [list] [*] FBAR magazine LODs were fixed [*] Upgrade case now has better interior textures, its visibility was significantly improved [*] SFX/VFX [*] Flying enemy VFXs are now smoother [/list] [h2]Bhaptics[/h2] [list] [*] Landing (a slight vibration at the bottom of the torso) [*] Wind (on the vehicles too!) [*] Sliding along the floor (back haptics activation) [*] Grabbing objects and surfaces [*] Shooting [*] Hook swinging and release haptics (depends on overall hook stress when swinging) [*] Inventory interactions (belt and back slots) [*] Taking damage from bullets, explosions and melee attacks [*] Falling into the abyss (vibration all over the suit) [*] Death (vibration all over the suit) [*] Low health (heartbeat) [*] Mirage engine start [*] Running something ([i]or someone[/i]) over and crashing [*] Front and back mirage suspension bumping [/list] That is going to be all for now, operatives. Stay tuned, something's coming ;) https://store.steampowered.com/app/2073880/The_Burst/ [url=https://twitter.com/Gorapid_Studio][img]{STEAM_CLAN_IMAGE}/43770973/8d71bf27e248497edc5f4b829411c909502d55fe.png[/img][/url] [url=discord.gg/ABkxTAQkPQ][img]{STEAM_CLAN_IMAGE}/43770973/b9b0a974f006ed83caf861ba9db7a26b1937904b.png[/img][/url]