- Prevented certain cheats. - Possibly fixed the voice chat not working on some servers. - The amount of snow on the terrain now synchronizes with the server when joining so players should now always see the same amount of snow on the terrain. - Fixed a bug on Antietam where the amount of rain could be much heavier than intended. - Improved the skinning on the characters and fixed certain items clipping into each other. - Added field glasses cases to some of the officers.
Build 0.8.6 is out now and includes a variety of fixes as well as performance improvements, the ability to play the Pirate Cove at day or night in Standard or Challenge modes and multiplayer and other minor improvements detailed below.
With this build we've updated the engine version which allows for some of the improvements, but also could have some unforeseen issues. If you notice any new bugs in this version please let us know on the community Discord server and we'll try and get them fixed as soon as possible. It's also a great place to post suggestions and discuss the game with other players.
We'll likely have one or more small updates over the next couple of weeks to implement and test changes being implemented for Beneath so we can ensure they are all already working well for when Beneath is added.
Version 0.8.6
Significantly improved weapon collision detection on enemies
Added some more colour variation in the waves on the ocean water
Added separate Scenario options for Day/Night Pirate Cove
Pirate Cove Night playable in Multiplayer
Decreased time before first frame draws when you open the game
Made Splash screen skippable quicker
Reduced chance that weapons pass through voxels to damage inner voxels
Added decals for more liquid water particles
Weapons will now stay in 'Thrown' state longer allowing them to damage enemies after rising and falling
Reduced size of bathroom combat trigger in Disco
Level Editor: Logic Zones can now be duplicated
Level Editor: Fixed bug with decimal numbers not working in some input fields
Fixed bug with weapon hold positions during animations on some weapons
Fixed friend icons not showing in Arena
Fixed some bottles swinging very fast after breaking
Fixed bug constraining the mouse cursor to wrong area after resolution change
Fixed thrown weapons going through ground and walls sometimes
Fixed cigarette lighting not being based on smoking animation
Fixed modifiers working on user created levels
Fixed one handed enemies trying to pickup shields
Fixed enemies not jumping between platforms
Fixed Smite location for knocked out enemies
Fixed Leaderboard displaying in menu when Sandbox selected
Fixed a bug where severed body parts would disappear or appear at wrong position
Fixed a bug where severed limbs could kill an enemy if falling through world
Fixed a bug where some severed body parts would duplicate
Version 0.8.5.1
Level Editor: Added additional float sanitize step to try and prevent integer rounding on property fields
Fixed bug with friends not working in Level Editor/Workshop levels
Fixed players weapon attack animations snapping position after attacking
Fixed enemies attacking during reacting to arm cut, face clutching or shield stagger
Fixed enemies breaking out of arm cut reaction if it triggers their combat state
Fixed decimal numbers not working in Level Editor for some regions with workaround to engine bug
If you didn't get the email, please drop a comment under this announcement and I will pm them to you on steam messages, if your account link matches up with the one you left on the gleam.io page of course!
After watching some of my friends, youtubers and streamers play Reynard, I’ve noticed that they got “crappy” items or items that have the same functionality way too many times. It was an eye opening moment.
I’ve decided to rebalance some of the weapons. Remove the ones that are “underperforming” and most importantly create more special weapons which are fun to use.
Les 4 Alice: Lorange Journey, like with Hir Corruption, got an image gallery and a music room. The songs and images unlock as you see/hear them in-game.
Let's get this year started with a Hotfix that improves our game in some key areas. Here we go:
Fixes: - lighting in the very first scene of the game - Ship Defender mini-game controls = should be a bit easier to manouver now - automatic graphics settings detection = now it should automatically set the game quality to your PC's specifications
That's it!
If you encounter an issue during your playthrough, please let us know by creating a thread in the Steam discussions or by sending an e-mail to: support@jujubee.pl.
Now that 2019 is here, we would like to thank you for your continuous support, you guys have been awesome! We can't wait to see what this year will bring!
See you soon!
PS. We have lowered the game's price to match the one from the just finished Winter Sale. If anyone was wondering whether to get our game, but it was too expensive = we hope now you will find the current price a lot more convincing :)
We're back with the latest on Lethal League Blaze! Just a little back, on the edge of last year, we released the Lethal League Blaze Soundtrack here on Steam.
To quote the page: "The Lethal League Blaze Soundtrack is an off-the-wall collection of bombtracks from artists all over the world.
Adoring the backside of this digital album are the likes of Hideki Naganuma and Frank Klepacki, the Russian experimentalist Pixelord, Ordinary Days' Klaus Veen and Bignic with his hard-hitting signature electro style. Joined by zeroSCAR, Grillo, chip-hop scientist Doctor Lazer and D Fast, hailing from Helsinki. And last, but not least, B. Bravo, Lean Rock and The Sleepers RecordZ bringing in the much needed b-boy breaks."
The OST also includes environment concept art boards with 11 pieces of high res character art thrown in just for the heck of it (even though we have 10 characters in the game...).
Really, give it a check. The profits are split so it's a good way to support all the artists in one big swoop. And have a listen to their other work while you're at it!
Ranked Changes + Public Beta
So for the upcoming Content Bombardment, ranks are going to be proper Divisions. Eight of them, the highest one being 1st Division. Every division has three Stars to more specifically show where you are placed. After each Ranked match you'll be able to see your progress to the next division in the result screen.
The improvements for Ranked play have been a long time coming. As such we feel it's good to give them a test run. Everyone is free to give it a try by joining the public beta.
Here's how to join the beta: Right-click the game in your library and select properties. Then go to the Betas tab and select the public Beta from the drop-down menu. Please remember to switch back to opt-out afterwards because you can't play online with the other players while you're still in the Beta!
Tell us about any issues in the Team Reptile Discord in the #public-beta channel!
Community News
This Saturday (that's tomorrow!) the first tournament of the year is already happening. It's hosted by hyhy and it's open to any region.
This new years tournament will feature prizes for top 4 including $20 pot bonus, Megabyte Punch keys and other misc games, in addition to glicko seeding based on previous tournament results - https://braacket.com/league/LethalLeagueBlaze/ranking
Remember, all entrants can get a 'hardcore' role in the Team Reptile Discord by showing you participated in an endorsed tournament!
Scheduled Events Seeing as these tournaments keep coming, we'll be trying out scheduled events starting with FellowsTV's Lethal League Blaze Euro tournament on the 13th. Even if you're not entering, you'll be able to catch the stream and see some high level Blaze play and commentary. Be sure to subscribe to the Lethal League Blaze Steam community if you don't want to miss that!
As the public beta becomes more stable, we can start to look at the date when all the freshness will drop along with the start of the 'clean slate' Ranked season very soon. Stay Tuned!
We will be restarting the NA servers at 8AM PST on January 4. This is for maintenance only, and there will be no patch along with this restart. Downtime is expected to last 90 minutes, and we appreciate your patience during this downtime.