BIG Update
Author: Rubeki Games Official Guy,
published 3 weeks ago,
[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!