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- New aiming action.
- When you click a target with the right mouse button while equipping a firearm, it will aim a target. While aiming, goon will follow the target and keep the firearm pointed at it.
- You need to first aim a target before you can shoot it. This does not apply to melee weapons.
- You can now also drag from a character and end your dragging on top of a target to start aiming at it.
- Added lines from goon to target to indicate the action you are about to execute.
- Q is now always mapped to fists(holster weapon).
- E,R,T are now always mapped to weapons in order of your inventory.
- Inventory quick select keys(Q,E,R,T) do not toggle between equip and unequip anymore, they only equip target weapon. This should make controlling a group and using quick keys easier.
- Updated controls reference screen.
- If you have completed an objective, it will now be properly shown as completed when you go to a heist for a subsequent time.
- Added source assets as an example for modders.
- Fixed a crash that was happening if a font or a sprite was not found from a spritesheet.
- Support for French and German characters in fonts
- Unique icon for improvised explosive
- Fixed overlapping doors in bank and arcade
- Added "staff only" signs to some off-limits areas
Changelog 1.0.4
- Fixed diamond boxes sometimes shifting position in warehouse
- Remade some assets to reduce memory usage
- Fixed a location in police station where you might get stuck
- Flipped a door in the bar to avoid clashing with another door
Changelog 1.0.3
- Fixed an issue which caused the game's save file to be unloadable and the game to hang when loading, if goon's picked up certain items in the game.
- Delivery box moved and made shinier.
Changelog 1.0.2
- Fixed a "Null Object Reference" crash caused by the field of view system.
- Melee attacks don't use projectiles any more to cause damage. Damage is caused instantly to the correct target.
- All characters can now walk through each other and your own characters do not even try to avoid each other when pathfinding.
- Fixed an issue where clerks, customers and guards would not get aggressive/panic when witnessing suspicious activity if the police have been called.
- Added flag "-textureQuality=number" where number can be 1, 2, 3, 4. Default is 4 and that's the max. Minimum is 1. Reduces texture memory usage and might be worth a try if you have trouble booting up the game or entering a level.
- Reduced the number of memory allocations during runtime, reducing the amount of memory the game leaks and thus reduced the amount of memory related crashes.
- Fixed an issue where an item could not be picked up if too close to a static obstacle, such as a table.
- Fixed an issue where an additional horse mask would appear on the Horseplay if the horse guy had been killed previously.
- Fixed pathfinding issues caused by path nodes appearing on too narrow places, such as near the counter on Minimart.
- Fixed the character movement mode getting stuck if a user issued mouse up and mouse down events on the same frame(was happening often when playing with a touchpad).
- Fixed the issue where a locked grouped door(A) couldn't be unlocked after locking the group's other door( while the other door(A) was wide open.
- Removed "Powered" text from circuits.
- Safecracker can now be unlocked and bought from store.
- Changed the sound effects from breaking walls.
- Fixed groups in some double doors to lock/unlock with a single action.
- Changed the inaccessible area behind the front desk in Police Station.
- Fixed Jewelry Store spawning old items on top of jewelry displays.
- Removed phone from Suspicious Alley.
- Added extra empty space around Jewelry Store.
- Changed Hideout table collider sizes.
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