Patch Notes - Update #2
We're back with a second set of patch notes! As mentioned in our last update, we're looking to better the experience for our players and for this update we're hoping to help out those who are struggling a little with the middle levels, as well as a few other little alterations to
What's Changing
Levels We've found a lot of players are managing to handle the simple running, jumping, shooting platforms, and the laser walls all pretty well once they get some practice, but the switches which move platforms into position are causing a number of headaches. We've returned to levels 3a all the way to 4d and reduced the number of both switches and lasers to help alleviate some of those overwhelming sections. Veterans won't be impacted by this, but newer players will hopefully have a better time of it. Likewise, the area 5 levels (5a, 5b, 5c and 5d) have received some further adjustments to their layout where we didn't quite hit the mark the last time out. We're striving to provide a good set of main levels, so please let us know how you go with them, and if you have any issues at all. Bug Fixes- Movement no longer tied to Framerate This was a fix the speedrunners were really after. An oversight on our behalf meant a few incredibly low times were set.
- Nets added to catch you A fine-tooth comb ran through all of the levels catching any holes we might have missed, fingers crossed that's all of them.
- Occlusion Culling Fixes We had a couple of reports of some Occlusion Culling issues, this should help the game run just that tiny bit better (likely a frame or 2 in later levels on older machines).
- Restarting Level is more consistent If you're prone to spamming the restart level button, it now handles it properly as 1 restart instead of multiple.
