1.0.3 Patch Notes
Author: ArcticK9,
published 7 months ago,
Hey everyone! Small patch going live with some bug fixes and an April Fools secret for those of you who've beaten the game.
[h1]Changelog[/h1]
[list]
[*] Added/adjusted colliders in many areas to prevent clipping.
[*] Prevented broken effects from currently equipped gear from being applied an extra time when continuing or starting a run.
[*] Fixed a bug that prevented the “Raw Metal Alchemist” achievement from being acquired by starting a run with a full set of fully upgraded gear already equipped.
[*] Fixed a bug where, in New Game+, elite guards would play the dazed animation but not enter the dazed state when parried, allowing them to still perform their follow-up attack (without actually playing the attack’s animation).
[*] Fixed a bug where an enemy would not play their attack animation if the attack began right as the enemy’s animation was transitioning from the knockback animation to the dazed animation after being parried.
[*] Fixed a bug where bosses would incorrectly play a knockback animation when landing or ending a wallsplat while broken.
[*] Fixed a bug where elevator ambushes encountered on boss levels would have the boss bonus applied to the style meter.
[*] Prevented characters from having their current hitstun canceled when being hit by a zero-hitstun attack. This also applies to the stun from a parry, allowing the player to land multiple quick attacks after a parry before the stun runs out.
[*] Adjusted the rate at which an enemy’s friction value is changed when becoming dazed to be immediate.
[*] Adjusted the size of boss fight triggers to prevent the player from using a tear module to teleport into the boss room without triggering the boss fight.
[*] Corrected some minor typos in a couple textures.
[*] Pausing/opening the inventory while the elevator is moving now correctly keeps the game paused until the menu is closed. Additionally, the pause & inventory menus can now be opened earlier when starting a new run, continuing a run, or entering training mode.
[*] When skipping the tutorial, tutorial controls and objectives are now hidden properly.
[*] Fixed a bug that caused pause button press events to be fired twice after skipping the tutorial.
[*] Adjusted how certain camera transitions work, which should fix a bug that would prevent the camera from properly transitioning out of its cutscene animation when skipping a boss’ cutscene too quickly.
[*] Added an April Fools’ secret — Note: this will only apply if you have beaten the game at least once.
[/list]