[img]https://clan.cloudflare.steamstatic.com/images//39005220/2e0694ec218291a69bdeb8e3204f1dabffce83cf.png[/img] It's time for the first of many updates! Here's the list of patch notes: [h3]Bugs:[/h3] [list] [*] Achievements implementation fix. The achievements you should have gotten will now be populated on startup [*] Invisible triggers should not kill you now [*] Save progress should never be lost, even if you alt+f4 [*] Fixed some triggering volume logic. This affects levels loading properly (chapter 6 after the harvester). Waypoint hints may also be fixed. Chapter 8 path block may also be fixed. Please report if not with your save.dat and player.log file! [*] Not really a bug, but the community updated some dialogue in certain locales [/list] [h3]Control jank fixes:[/h3] [list] [*] Standing next to a slide and jumping should not launch you off [*] Tic-Tacs had a minor change that may help improve reliability, but still thinking about this one [*] No more dying when touching a vertical wall at terminal velocity [/list] [h3]Waste tunnel improvements:[/h3] [list] [*] Death volume is now below sludge so it will feel more fair [*] Flare light range has increased [*] Flares last longer, so you can trace a path with them, or take your time platforming [*] Don't allow looping back into start of caves once you've triggered the sludge flow [*] Chase segment sludge has been slowed down a bit [/list] [h3]Failed Biome improvements:[/h3] [list] [*] Better teaching of Tic-Tac by having the tutorial appear right after getting it, and the exit being closer by [*] Player cannot start the sky tram if they don't have the Mold Flower [*] There are now 3 paths to the mold flower, and underneath the island is visible from farther away to make it more obvious that you have to go under the island [*] Added some new checkpoints here and there [/list] [h3]Dissolution improvements:[/h3] [list] [*] Added more platforms in area after the long fall [*] Added platforms in the area where you have to go upwards through a hole [*] Second last section where you surf on the left: I cut off the top part since folks mistakenly went up [*] Removed misleading path in the meat room [*] Slowed down many sequences of meat and blocks [*] Made it clearer that the block in the rotating checkered room kills you by changing the texture to glow-meat [*] Increased the length of the starting area so that it better trains the player to use the grappling hook (also more fun to be had) [/list] I'm still looking for solutions to accommodate pure exploration players. Including a mode that simply stops the chases in the game. I just don't know how to do this for the last chapter for obvious reasons. I hope these changes at least ease the pains some of you have been having. I already have things in mind for the next update too, so stay tuned for more!