Fast and Low - Huskinator
Quick patch to address some issues I noticed from recent testing. Game Version updated to 1.42

- Easier navigation of the VR Options Board in the Main Menu. Made Page 2 and Page 3 Buttons separate, so that Page 2 Options won't be skipped as easily.

- Tweaked Enemy Animations so they take less time to acquire targets before firing their first shot.
- Tweaked Fake Surrender Animation for enemies so it looks less janky.

- Fixed Lighting in Map 6 - Office

- Blond Asian Tec Thug now shoots in the proper direction...
Fast and Low - Huskinator
Good Evening,

Tonight I'm releasing the 12th Mission for Fast and Low. In this mission, the Flamingos are up to no good again, and are raiding a gated residential community in broad daylight! You'll be breaching and clearing 4 distinctly different homes in hopes of bringing order to this chaos! Check your corners!



New Unlock
By completing Mission 12's 1st Bonus Objective. You will be rewarded with a new Primary Weapon/Tool. A Ballistic Shield (which can be equipped on either left or right arm). The trade-off is....well you won't have your Primary Weapon anymore....so hopefully you've honed your pistol skills!



Let me know if it's too OP. I may implement a damage threshold on the shield so it takes a finite amount of damage.

Completing Mission 12's Bonus Objectives unlocks the Body Armor V2 perk. This increases the body armor from +1 to +2 extra health. Note...you need to have unlocked Body Armor V1 first

Map Updates
A list of various map updates:
Map 1- Fixed NPC navigation so they won't float in the backyard
Map 6 - Occlusion Optimization
Map 8 - Occlusion Optimization
Map 9 - Lighting Improvement and Occlusion Optimization
Map 11 - Occlusion Optimization and Changed placements of some enemies

Misc Improvements
- Refactored/Improved the code for Civilians and Enemies. This should give a noticeable improvement in the frame rates for all the levels (especially the ones with lots of enemies)!
- Fixed Hand Models for the SWAT VR models
- Fixed a bug with Calling Arrest that unintentionally increased the enemies Fear levels too much
- Made the Asian Thugs and Suicide Bombers more aggressive and less prone to surrender
- Increased the weapon draw rate for the Drugged Up Civilian-looking Enemies.
- Enemy Shotgunner shooting speeds vary more between different enemy types.
- Made the enemy Spray and Pray animation more effective/dangerous
- Better AI animation synchronization in Online Multiplayer
- Fixed a bug where enemies were not showing their "Surprised" animation in Online Multiplayer

Thank you everyone for your support so far and special thanks to those who donated to my paypal!

Let me know if y'all run into any issues...and feel free to join the discord channel:
https://discord.gg/mNEBcBM
Fast and Low - Huskinator
Good Afternoon,

Small patch to fix problems caused by the last patch... GameVersion is now 1.33

- Offline games are now purely Offline and won't be seen by other players
Players will no longer see unjoinable "Offline Games" in their Join Games Tab

- Failing to join or create a game session will now automatically load the player back to the main office.

Misc Bug fix:
- VR players using Free Locomotion (Headset or Controller based) will no longer slide up and down staircases.
Fast and Low - Huskinator
Good Evening,

I made some changes to how Online Multiplayer works. Game Version is now updated to 1.32

Hosts can now start a Mission solo from the Online Lobby while they wait for people to join their game sessions

At the moment, when someone hosts a game, they're stuck waiting in the Gun Range with not too much to do.... I think this really discourages someone from hosting a game (as it could get pretty boring). Hosts can now begin a Mission (from the Gun Range board), and players can drop in midway. Newly joined players should be able to seamlessly continue with the hosts mission (for the most part). However I still strongly recommend that the host restarts the mission, just so everything syncs optimally.

With this change, I'm hoping to see more joinable games in the server list!


Additional Online Changes
- Added a Ping counter to show the players Ping per selected region.
- Client will now automatically try to reconnect to the Photon server if it initially times out
- FPS players were unable to see other FPS players if they chose any of the SWAT avatars. This has been fixed

Misc Changes
- Minor optimization tweaks to Map 8
- Changed some of the materials of player models so you can't see their eyelenses through the back of a models head
Fast and Low - Huskinator
Hi Everyone,

Today I'm releasing Map 11 - Rushing in Rush Hour. The mission is situated in the city's central subway station where Faust and Lo are tasked with defusing a gang war between the 16th Street hustlers and the Tec Dragons.




By completing the first Bonus Objective for this mission. Players can unlock a new sidearm: The Showstopper. Unleash the power of the revolver with the quick reload style of the 9mm/45cal pistol!



New Avatars for VR and Desktop
Unleash your inner SWAT with new Avatars to play as.



FPS players can now play as these 4 SWAT officers along with Lo. VR players have access to the previously released officers + the newly included SWAT officers.

You can now also choose to play as the character of your choice in Sngle Player. You can find this in the Loadout book (for VR), and the Mission Select Screen (for Desktop players).



Voice Volume Adjuster

You can now adjust the volume of the voices in the game. It can be found on the radio box where you can also adjust the music volume.



NOTE: If you have an existing save, the voices may or may not be set to 0 upon game update. Just crank it back up to 100 and you'll be good again!

Misc Changes
- Changed lighting again for Mission 5. The interior is brighter, and the outside sky is a more purpler hue
- Worked on improving frame rates on Mission 9 and Mission 10
- Worked on enemy AI to prevent them from bending backwards during shooting animations
- Fixed issue with FPS player floating in the air
- Mission 2 Changes. Backdoor to storage room now opens inwards. Enemy spawnpoint in Washroom can now sometimes spawn a hostage (to keep players on their toes).

Fast and Low - Huskinator
Made the following changes:
- Added Missing Colliders on Fences in Map 5
- Made Map 5 interior slightly brighter
- Made more tweaks to Gadget grab colliders and to Zip Tie Collider
- Temporarily made it so Zipties are seen only on Client side.

- Changed some of the behavior of AI to try fixing rare bug where they slide across walls
- Updated Textures of Tiles

- Fixed Unlockable in Map 10 so the weapon spawned in the Map works correctly
Fast and Low - Huskinator
Just a small patch to address a couple issues.

- Modified a code that prevented players from advancing in mission 8 and 9.
- Changed lighting styles for Mission 8 and 9 for better performance.
- Made grab colliders for Gadgets a bit smaller so it's easier to grab for VR players to grab what they want.
- Modified the script for reloading VR weapons to try and resolve a reloading bug.
- Updated the boots on enemy characters!
- Gave the asian gangsters different colored pants so the models look more interesting.
Fast and Low - Huskinator
Hi Everyone,

Was informed of some relatively small bugs. Just to wanted to pop in some quick fixes before transitioning away from Unity work and back to Level/Character design

- Added the missing Colliders to the Countertops in Map 7 and countertops in Map 9.
- Added back in the code that shifts NPC slightly when their shooting animations clip through walls/door frames.
- You can now see the Game Version in the VR's Online Muliplayer Book. (Different game versions won't see each in the lobby).

Hope everyone is having fun with the multiplayer.
Fast and Low - Huskinator
Hi Everyone,

I want to thank everyone for playing Fast and Low multiplayer and providing me with feedback and suggestions. I know it's far from perfect....and I'm constantly working on improving this game!

I got a nice laundry list of Multiplayer bugs on the forum the other day...and I was burning the midnight oil chipping away at them. So here it is:

FPS Player Fixes
- Fixed issue where FPS players couldn't bring their loadouts to Multiplayer
- Fixed the Snake Cam tool for FPS players
- Fixed the Breaching charges for FPS players
- Removed FPS players ability to move after death
- Calling Arrest from FPS players will be heard by other players

VR Player Fixes
- Synchronized Weapon Reload States (No mag -> Loaded). Other players will now see you drop a mag and put it back in.
- Refactored code for Zipties. They should now always stay at your back.
- Calling Arrest from VR players will be heard by other players
- Improved enemy aiming so you aren't invincible when you're crouching!
- Fixed bug where VR players will spawn with double the amount of ammo in their gun.

Misc Features
- Players can now see the status of their Teammates. It doesn't load in real-time right now...so you would have to close and open your menu to update it.
- Fixed an issue with enemy target acquisition where they won't switch targets correctly after killing a player.
- Added Version control into the game. Players can only play with other players with the same Multiplayer version.

Things to do
- Need to bring the Snake Cam and Breaching charges to VR
- Need to make a generic Swat Model for the FPS player. Probably have the players name on the back of the armor.
- Need to tweak Civilian AI so they stop running into dead players.

The other day, someone was kind enough to offer to give me some monetary support. So if you're super happy with my work and wanna treat me to a coffee or something....you can donate to my Paypal account below!

https://www.paypal.com/cgi-bin/webscr?cmd=_s-xclick&hosted_button_id=LLD3S9Y77LC74&source=url

I gotta figure out how to make a button or somethingːwinter2019surprisedsnowmanː
Fast and Low - Huskinator
Hello Everybody.

Hope y'all are keeping safe in these hard times. I am excited to announce that 4 Player Online Multiplayer co-op is now ready for action for Fast and Low!!! VR players and FPS players can now connect with one another to fight crime together!!!

With the introduction of 4 player co-op, I've also created 2 new cop avatars for players to play as...

Demarcus Stone:


Angel Ramirez:


For Desktop players. There is a new option to enter Online Mode. Playing asymmetric local multiplayer is under the same "Start Game" option.
For VR users. There is a separate "Mission Book" to use to initiate Online play.

Current Limitations:
- FPS players only have the option of playing as Officer Lo....I plan to make a generic SWAT dude skin for the FPS players in Online mode
- All the VR players currently have Faust's voice for Calling Arrest. At the moment, it's hard to get friends to come over and help with making new voices :P
- At the moment, my monthly Multiplayer server plan covers up to 100 concurrent players. I will closely monitor this to see how popular Online Multiplayer is and adjust it accordingly if necessary!
- Unfortunately there wouldn't be any voice comms. The only possible solution would cost me just as much as the monthly multiplayer server costs (so thats double overhead!). You would have to use Discord or Steam voice chat if you wanna chat with your buddies... :P

Updates to Maps
Map 6- Figured out a lightweight solution to add the downtown backdrop back into this level!
Map 8- Lighting improvements. Hallways are a bit darker, and there is less contrast between the doors and the walls
Map 9- Lighting improvements. More variation in lighting.
Map 10 - Removed unintentional colliders on Marijuana Leaves.

FPS Player Fixes.
- The UI has been adjusted to now support Ultra-Widescreen resolutions. Buttons will no longer disappear along the edges of your screen.
- Fixed a bug where using the Lockpick would cause your player to walk slowly permanently
- Improved responsiveness of arresting civilians/enemies with the zipcuffs
- Sawed off shotgun now uses the Rifle-Stance instead of the Pistol Stance.

Misc Fixes
- Enemies will now stand down if both arms are crippled
- Enemies should no longer start shooting at the player when inside a door frame.
- When chasing a player or charging at the player, enemies will now face in the direction they are running
- Fixed bullets clipping through walls in multiplayer
- Refactored code to make target acquisition more efficient.

Thank you everyone for your patience and support so far! If you run into any problems with the multiplayer, please let me know!!

Oh also, if you like the game, and haven't done so already, please spend a couple minutes to drop me a review! It would help me out immensely!!! Stay safe and healthy everyone!
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