MiniLaw: Ministry of Law cover
MiniLaw: Ministry of Law screenshot
Genre: Shooter, Platform, Tactical, Indie

MiniLaw: Ministry of Law

0.1.8 changelog - Blow the damn walls up

In this update we make a lot of things break apart when you shoot them, optimize performance, and do a complete settings reset.

Unfortunately everyone will have to re-select their custom keybindings, video settings, and sound options. With all the new changes happening we've noticed that first time players were being loaded with sub-optimal settings and weird mouse button bindings. We decided to do a hard reset so all future players can experience the game correctly.

New Features



  • Perps will now drop or throw their weapons when they are killed or knocked out to ragdoll.


  • Cover objects will now generate debris based on the material type when shot.


  • New sounds effects to compliment all of the new weapons and debris that are being thrown around.

  • Added options in the video menu to adjust the amount of physics objects being display. If you experience any slow downs be sure to check here first and turn them down or off.

  • New Mally's sign

  • Added 16 new casing sounds for more jingly jangly variety.

  • Added MiniLAW guard ragdoll sprites, and they will now ragdoll when enough force is applied.


Tweaks and Performance Improvements



  • Smarter enemy ragdoll generation should be less prone to clipping into the ground on creation

  • Improvements to all collision detection.

  • Player-cover interaction fixes; taking cover close to other similar class cover no longer snaps you about weirdly if you are contact it

  • Decreased the force needed to break through glass. Hopefully you won't feel like you are running into a patio door now.

  • Improved verlet prop objects generation, which improves their performance in big gunfights significantly.


Also, be sure to check "FOLLOW" on the store page to be notified of updates like these! :D



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Things you've been asking for: some now, some soon! 0.1.7 Changelog

Welcome to the party pal. Lots to see and experience in this update.


New Features



Primary ammo types expanded: this will give you more control over your gun loadout. Check out all the new and old ammo below with descriptions. The new primary ammos are listed with ***




  • RAZOR 6.33MM - Standard issue miniLAW round, metal jacketed copied from old world designs. 12 round mag.


  • ML HP - MiniLAW hollow point rounds. Deal greater damage to unarmored targets. 11 round mag.


  • ML AP - MiniLAW armor piercing rounds, cut through enemy armor at the cost of lethality. 10 round mag.


  • SFTE RUBBER - Standard issue miniLAW riot rounds. 12 round mag.


  • PB SHOT SHELL*** - .410 (10 gauge) bore shot shell. Medium stopping power. 8 round mag.


  • SLEDGE MED. EX*** - Sledge explosive rounds. 3 round mag.


  • TZR ROUNDS*** - High grade non-lethal rounds with tazer warheads. 7 round mag.


  • 13MM SWC*** - High powered armor piercing shot. 6 round mag.


  • .454 CASULL*** - Extremely high powered magnum shot. 7 round mag.


  • JKHMR ROUNDS*** - Jackhammer low-explosive rounds. 6 round mag.


  • FLBR 7 ROUNDS*** - Kinetic transfer gel shots. Capable of indirect firing lines. 8 round mag.


The last ammo type is amazing so see it in a gif!




  • Functional mouse rebinding. Mouse buttons 1-3 can cycle through 8 distinct action bindings, accessed by clicking on the mouse bindings or pressing left/right while highlighting mouse bindings in key rebinding screen.

  • Two new augments in the SPDLD line that increase your mag size by 60 and 75%, for a maximum increase of 135%. Nicely supplementing the new ammos and smaller magazine sizes.

  • Upped the spent bullet casings from 2 to 8 to give the gunfight debris a more varied look.

  • Optimized neon sign glowage and ragdoll calculations to give you more frames per second.

  • Different rounds impart different amounts of recoil to the player gun arm, and have different pitch and gain creating a unique feel for each.

  • Less sticky ragdolls function more realistically and look way better.

  • With all the additions comes a little sad news, all previous saved games will be unusable. We are sorry to do it, but with the constantly changing state of our early access builds it is unavoidable.


Fixes




  • Possibly fixed a rare bug that was affecting the "Meticulously Minded" trait and inducing HUD and vision distortion.


We are also working on trading cards and all that comes with them!


Also, be sure to check "FOLLOW" on the store page to be notified of updates like these! :D



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Noble Signage! miniLAW 0.1.6 Changelog

FRIDAY FRIDAY FRIDAY, also known as update day here at Lasso Games. We've been hard at work (again) and have excited gases to show you (and a few features).


We wanted to take a step back from the hardcore programming this week, and showcase the city side of New Babel with some world building. There is so much background information that we want you to experience.

New Features





  • The art department has created a hefty amount of bright Neon signs and we've splattered them all over New Babel.



  • New alley level showcasing some of the signs



  • New catacombs level, New Babel was built on top of its destroyed past and this level gives a glimpse of it. Oxybar on top but what will find beneath?



  • Bullet hits on enemies now generate smoke for more b-movie looking entry and exit wounds and can spurt blood or sparks depending on the enemy type.

  • New posters to fill out our industrial levels



  • Completed ragdoll animations for all perps.


Fixes




  • Enemies will no longer spawn where the Constable car enters a level. No more spawn camping enemies!

  • Grab usefulness increased: Fixed error that was breaking grabs prematurely. Now landing a grab properly weighs your strength against the strength of the enemy you have grabbed, and they will break out only after the grab period has expired. Grab time now caps out at a minimum of half a second and lasts up to a maximum of about 4, so you should have more time to decide what to do in any grab situation.

  • Breaking panes of glass now look more realistic and break based on the point of impact!




  • Optimized efficiency of spark and explosion drawing
    and particle movements.


Also, be sure to check "FOLLOW" on the store page to be notified of updates like these! :D



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0.1.5 Update Changelog - Improvements and Blood

Each and every Friday an update, better than the last? You decide!

New Features



IMPROVED RAGDOLLS

<*>Improved collision detection and performance
<*>Less sticky ragdolls
<*>Ragdolls show locational damage
<*>Ragdolls track damage character takes over lifetime
<*>You can interact with ragdolled enemies



<*>Explosions + ragdoll interactions



<*>New residential zone level



<*>New Track "The Crawl"

BUGFIXES



<*>Death and KO states should shade correctly again when not in ragdoll.

Hope you enjoy! As always, we are open to feedback here on the community hub and any of our social media outlets! Help us spread the word and get miniLAW out into more players hands and help our community grow!

Also, be sure to check "FOLLOW" on the store page to be notified of updates like these! :D



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Chains, meat, bags, and rag dolls! [0.1.4 Changelog]

Happy Friday everyone!
Time again for the weekly build, and 0.1.4 is ready!

After we got a taste of the swinging physics on the light objects from 0.1.3, we had to keep going with it and take it to the next level. Here's what's on the slate for today's update:

Added:



Verlet integration for rope-like objects



Rag Doll Physics for high-speed impacts



New Meat Locker level, complete with swinging rat meat



Gang-specific graffiti now generates in select zones based on which gang controls the area



Hip new club track


Bugs Fixed:



<*> Fixed getting stuck in corner after impact.
<*> Minor fixes to hospital and slums levels.
<*> Full Controller Support added to game store page.

Hope you enjoy! As always, we are open to feedback here on the community hub and any of our social media outlets! Help us spread the word and get miniLAW out into more players hands and help our community grow!

Also, be sure to check "FOLLOW" on the store page to be notified of updates like these! :D


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miniLAW 0.1.3 Changelog

It's Friday, and that means its patch day!

We've been hard at work making this build as stable as possible,

Added




  • Swinging physics based lighting



  • Factory level and assets



  • Construction site level and assets



  • Gang graffiti tags



  • Industrial background music track



Bug Fixes




  • Optimizations for memory issues
  • Improved light and shadow physics
  • Barrel Bouncing Physics
  • NPC logic fixes
  • Debris fixes


Hope you enjoy! As always, we are open to feedback here on the community hub and any of our social media outlets! Help us spread the word and get miniLAW out into more players hands and help our community grow! :D

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miniLAW 0.1.2.1 Hotfix issued!

Howdy folks!

We have been receiving some reports of freezes and crashes recently, notably on a few twitch streams. We have addressed the following in this patch:

- Crash and Memory Leak Padding on various NPC objects and scripts
- NPC Idling fixes
- Melee Stuns enemies for 1/6th of a second.
- Heavy Knockback animations and knockback physics improvements.
- Breakout contingencies for loops in melee-to-corpse contact.
- Room-specific music for better game atmosphere.
- Minor level tweaks.

We have tried to address all the major freeze issues, but if we missed anything PLEASE continue to report them either here on the community hub or on lassogames.com in the feedback section at the bottom of every page.

miniLAW Early Access 0.1.2 Changelog

NEW CONTENT


  • Gamepad improvement: right stick points the gun; you no longer have to hold down an additional button to aim
  • Keyboard and controller rebinding from title menu
  • Friendlier gamepad/keyboard to mouse interaction on all menus
  • Electric zap effects for all electricty related damage
  • 3 New Levels
  • 5 New BGM Tracks


BUGFIXES


  • More tenacious melee enemies; hitting some enemies once no longer makes them stupid and confused
  • Enemy turning during melee limited; you can step past enemy attacks if you are fast enough
  • Death animation fixes
  • Less jittery player melee pushback effect on enemies.
  • Animation transitions for some enemy and player moves that did not animate back.
  • Extinguisher explosion bugfix
  • Several enemy attacks line up better with their corresponding animations.
  • Contingencies to keep menus from crashing
  • Detail ups to several existing enemy animation sets
  • Texture page optimizations
  • Load triggers for settings work better when going back into a level with a save.
  • Several keypress prompt fixes

Bugs! And where to report them?

Howdy! Launch day is going swimmingly except for a couple of hitches here or there. Thanks to you all, the major bugs were reported and fixed, and we've issued a patch for it!

miniLAW Early Access 0.1.1 Patch!

BUGFIXES

Tutorial button prompt typo fix
Trraining Targets no longer crash game if you headbutt them.

---

Where should you report bugs?
Well, it's totally okay to post bugs and crashes anywhere we can see them, whether it is here in the community hub, on r/minilaw, or any other minilaw community forum. However, we just today implemented a little feedback button at the bottom of lassogames.com that will serve as a hub for bug reporting. When you report through that format, it goes directly to our Bugfix Trello board and into our development channels. This way your request will be prioritized more efficiently and fixed!



Thank you all again so much for your feedback, reviews, comments, questions, and most of all for buying and playing the game!

Early Access is here! 0.1.0 Changelogs!

miniLAW Early Access 0.1.0 Changelog

BUGFIXES

Fixes to levels with misplaced objects.
Various changes to game physics.
Arranged texture pages for better performance.
Fixed a bug with leaving play area.
Improvements to enemy target finding.
NEW CONTENT

Additions to enemy types and new enemy AI.
"Biofreaks" gang added.
New Boss Battles
Implemented Clue/Raid System.
Selectable traits at the beginning of every game.
Consequences to failing the 24-hour time limit.
More melee useability.
New platform stages.
New music tracks.
Suit damage sparking.


THANK YOU TO EVERYONE WHO STUCK WITH US FROM THE BEGINNING! We are especially thankful for all your constructive feedback, positive comments, and involvement in the community. As always, follow us on social media and help SPREAD THE WORD--we will do our best to continue building the best game we can possibly build.

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