AY OH, IT'S 2025 ALREADY?! WELL WOULD YA LOOK AT THAT.
GUESS WE BETTER GET BACK TO WORK ON DA GAME, BOSS!
TAKE A LOOKIN AT WHAT WE BEEN COOKIN.

General improvements:
- Fixed enemies falling through moving geometry after loading a save.
- If an enemy gets stuck trying to move through another, they'll be allowed to move temporarily.
- Enemies will avoid pathing to the same position, instead opting to move closeby if another enemy is moving to or at that position.
- Every path calculation should be asynchronous now.
- Enemies won't ragdoll for short falls anymore and will instead enter a "short fall" state.
- Enemies will fall if you break geometry from under them.
- Hopefully fixed fire pushing enemies away if it spawns at their feet.
- Shitting goon can navigate off the toilet better. (IMPORTANT!)

Hideout:
- Adjusted Blake dialogue triggers to prevent buggy behaviour.
- You can now hit Nightwave and he'll react.
- Blake now reacts to you hitting him. (stop that)

User Interface:
- Updated text and some UI elements to be bigger on steam deck.
- Better controller navigation in profile menu.
- Enabled rename and delete profile buttons on steam deck.
- Added options to change status effect card and enemy healthbar size in accessibility menu on PC.
- Improved sliders.

Lighter:
- Slighty higher radius.
- Faster light.
- Removed strobe effect.

Audio:
- Fixed fire sfx stopping after save/load.
- Fixed audio glitch when the camera exits water in level 2 intro.
- Fixed music not playing after stopping a stinger abruptly.
- Fixed event-triggered ambience not playing after loading a save.

Other changes:
- Fixed buggy behaviour when enemies are fighting eachother.
- Fixed Mike's hands staying up after death if they were in the middle of a kick animation.
- Fixed equipped item display not updating sprite correctly when breaking a bottle.
- Fixed being able to press R to restart while a menu is open leading to buggy behaviour.
- Fixed circle screen transition moving too fast when a frame takes too long.
- Fixed action cooldown being too short when using nailgun melee with bolt.
- Fixed corpses on fire perpetually spreading fire to other corpses.
- Fixed death by throttlin' not triggering taunt lines.
- Snipers can now target enemy faction members.
- Enemies now need to fall further to take fall damage.
- Thrown bodies now deal more damage to breakable doors, allowing you to throw an enemy through them.
- Player kicks now deal more damage to props and breakable geometry.
- Projectiles now pass through decorative corpses and they'll rotate to face the camera better.
- Molotov mook will try to avoid throwing a molotov if it'll hit their buddies, however he'll still hit them if they move into where the molotov lands after it's thrown.
- Smoke from fire now avoids going through the ceiling.
- Allow sprinting with bodies when using Bolt.
- New vehicle models.
- New machinegun mook sprites.
- Machinegun mook can now walk.
- Some new oneliners for Mike.
- New punch & automatic pistol sfx.
- Map updates/fixes.
- Lighting updates/fixes.
- Added fall damage to Delia.

SO WHATS DA BIG DEAL HERE?
Well as you can see in additon to all the little fixes and changes and big old green Steam Deck Check we've remade EVERY SINGLE AUTOMOBILE ASSET IN THE GAME (Thanks to DUSK HD creator, Garumin) and that there Tommy Gun goon got all new animations, too. Nice.
So what's next?
Well we've already got Episode 2 all storyboarded out and into production but before dat we're gonna give all yous da Level Editor and Steam Workshop so you can make your own Fallen Aces levels and leave us the hell alone while we work on the game! Sound good?
WE THOUGHT SO.
See yas SOON™
https://store.steampowered.com/bundle/47671/The_New_Blood_Stealth_Trilogy/

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