Steam build Number: 0.2.1.0
“Dream of Scooter Fournication” Update
It’s update time! We’re still hard at work on Wednesday content for a future update, but in the meantime, here are many of the new features we promised you in the last developer update!
The scooter no longer sucks! Not only can it handle rough terrain better, it will also go up and down curbs like a boss. Furthermore, it will no longer flip over for little or no reason, making it a joy to bumble around on. But the awesomeness does not end there! As you can now live out your wildest mobility scooter drive-by fantasies, because It’s now possible to use one handed weapons while operating the scooter. While we were there, we also improved the model and sound effects as well as adding more colour variations. You’re welcome!
We’ve had many requests to bring back the sawn-off shotgun that was included in a POSTAL 2 update back in 2013. Well, we decided to go one better – Introducing The FOURNICATOR quad-barrel shotgun!
Our ongoing mission to improve the in-game cinematics continues, and this update brings a massive improvement to the Prison Guard intro cinematic.
We had a lot of feedback that people are not too keen on how we have the weapons grouped together currently with the quick selection keys, so we’ve added the option for you guys to customize what weapons are under which numerical keyboard key on the keyboard.
We’ve included two new features that are not yet finished but are still in a good enough place to showcase. Fluids now roll down hills and slopes, and you can expect visual improvements here in a future update. We’ve added a new emote wheel, which you can activate with Alt Fire when you are not currently holding a weapon. We plan to expand on this with more dialogue and better NPC reactions in a future update.
And naturally, we’ve fixed up a lot of bugs and crashes.
Please keep on reporting bugs, giving us your feedback (We read it all and are acting on much of it) and thank you once again for your amazing support.
NOTE: We’ve switched to Vertical FOV calculations which should finally fix the problems ultra wide users were having. You may have to change your settings. Also, going forward, all saves from a previous build will be flagged red. You can still use them, but there may be problems. It’s recommended that you start a new save file to avoid issues.
The Fournicator (Quad-barrel shotgun)
New Scooter! The model and general usability has been greatly improved to make it a lot more fun to drive. We’ve also added the ability to use one-handed weapons whilst on a scooter as well as more color variations!
Here you can see the new suspension system as well as fenders which move and are destructible. You can also see how after falling, Dude will properly ragdoll and the scooter will flip itself up every single time:
New custom weapon switch bindings – It’s now possible to customize what weapons are under which numerical keyboard key
Fluids rolling down hills/walls
More NPCs and interest points in Ghost Town level
More Auto-Save slots
New Third-Person reload animations + animated weapon meshes
===Changed / Improved===
Ghost Town level (Improved interiors, added props)
Ambient sounds in the Arcade
Enemies should now do a quick patrol of the area after losing their combat target
Police should now remain in patrol state until their target’s wanted timer expires
Third person equip/unequip weapon animations
AI will now respond to spotting you and being shot at while patrolling
Improved bidets particle effects!
Bystanders will now get annoyed when you spray them with water
Sound work with NPCs on their mobiles – you will now be able to hear the other side of the conversation
Removed the time slowdowns when opening the color and emote wheel
When firing in an area with bird ambience, the ambience will stop and play a bird flapping away sound
Improved audio design in Animal Catcher cinematic
Greatly improved the Prison Guard intro cinematic
Loading transition into the Sewers is now better
AI should no longer skip patrol state when they lose an enemy, cops will remain on patrol until wanted level goes down
Lots of audio improvements around all levels
Older, incompatible saves will now be marked as red
Replaced various placeholder textures
Made it more obvious that Spike’s dog bowl has been tainted
Tweaked the Shotgun firing animation
Kicking vehicles with ‘Vitamin X’ kick will no longer make them explode right away, instead they’ll fly up into the sky
Replaced the Molotov’s wick particles with a new Material effect
Prison not loading correctly after finishing it and loading from an autosave
Collision on the Big Ship
Keyboard sounds playing if Master slider is set to 0
FOV resetting on game reboot
Blocky Minecraft vomit textures
Death crawling NPCs spamming their hurt lines
Some clipping in first person weapons
Fixed certain menu settings resetting themselves
Fixed a LOT of crashes (Thank you for all of the reports!)
Bystanders going silent during Sign Beggar errand
Keypad codes turning into ‘???’ after entered
Lightbulbs progress indicator not tracking correctly
Cinematic sound class not respecting volume sliders
Player can no longer trigger the police lockdown more than once (Prevents getting stuck in the station)
Cutscenes running while game is paused
Broken explodable vehicle
Reload breaking when pressing Alt-Fire during reload
Disabled Spawners upon completion of the Slingshot mission (Should not be able to trigger it again now)
Fixed ladders at the back of the Bidet shop, and another ladder in Tag Turf errand
A vast amount of mapping fixes which were reported on both our Steam Forums and Janky forums
Cat Dude cutscene breaking if skipped
Road barrier popping back up when loading a game after finishing Tag Turf
Broken “reload” animation that was assigned to the Spray Paint Can
Hose’s cable getting stuck in walls and stretching
Parking tickets not saving properly
Player holding a phone as a weapon when loading a save where they were holding a limb instead
First-person jump animations will no longer play while charging melee attack (Machete)
Off-hand weapon in Dual Wielding mode not using the correct cosmetic item
Weapon models not displaying correctly after switching to a different cosmetic item
A bug where the Revolver would switch when no targets were highlighted
Gib Melee weapons not slapping ragdolls in the correct direction