Patch Notes with March 15th Hotfix
Author: Evan Tor Games,
published 8 months ago,
- fix for another pesky room not drawing on the map
- increased the jump window after running off a platform to make the platforming feel more fluid and less pixel-perfect
- fix for coral barriers (broken using the swim ability) respawning when you re-enter a room, now should stay destroyed
- fix for the final (hidden) achievement not being rewarded properly
- fix for some damage resets placing players in blocks or moving platforms
- fix for a typo in the Raw Clay description
- fix for a relic that wasn’t properly spawning in the main Basin cavern
- changed post-game behavior so players can load a save right before fighting the final boss even after beating said boss (while still keeping completion percent)
- fix for a bug that allowed players to access the third subsystem before they’d hit a required story beat
- the story marker for the hidden labs should now properly disappear if you’ve explored that location
- changed Sparkblood Blast to only require 1 injector’s worth of sparkblood to cast, but simultaneously debuffed it’s damage to maintain balance
- fix for behavior around the quick reset feature when you hit a hazard (like lava or spikes) so you can’t continue to move or be influenced by other objects while resetting position
- fix for completion percent incorrectly taking into account something that had been removed before launching, capping completion percent at ~98%
- added a new sprite for an enemy in the Sparkblood Mines that was reusing a sprite from a Surface enemy
- removed an enemy from the Subways that was placed inside the floor (what a horrible existence!)
- fix for the subway travel screen allowing you to travel to the first station even if you hadn’t visited it yet
- fix for a bug where spin-attacking into some hidden paths could get you to areas you shouldn’t be
- fix for a typo in Mercal’s first dialog (thanks Kowalth for catching that)
- recolored air-dash barriers to be more distinct from their underwater counterparts
- tweaked the projectile shooting scythe bots in the Arboretum so they disengage faster once off screen
- nerfed an interaction between the Hydraulic Motor augment and the sticky bomb (to still allow some shenanigans, but not to the same degree)
- added a shortcut through the rooms leading up to the boss in the Arboretum to reduce frustration with the boss run