Hey, folks! With one week to go before our release into 1.0-ville, we wanted to get some of our last updates, tweaks, and changes in front of the public before the game goes live - basically, everything but the actual endgame content itself.
So, here goes! (For folks reading these every two weeks, most of these notes will be repeated in the official 1.0 notes.)
BIG CHANGES:
- Sharply reduced the game's loading time.
- Tweaked wall-jump physics a bit to remove some inconsistencies. Wall-jumping in general may be a little stronger for some players - other players will notice no difference.
- Air dashing tweaks:
- Air dashing now prefers right/left (instead of up/down) if you're holding a diagonal on a D-Pad. If you're using a stick to control, the game now detects which direction you're closest to pressing, and chooses that direction.
- You can no longer air dash immediately after jumping off a wall in the direction of that wall. (You never want to do this, and it feels bad.) You can still air dash in the other three directions immediately.
SMALL CHANGES:
- Updated charge-up visuals.
- Charged shots from Nina's Wave Beam are now slightly wavier. (This is a nerf.)
- Nina's Forkalator and Star Beam now count forward-facing shots separately from other shots - this means either hitting an enemy (or a wall) with just the forward-facing shot, or with every other shot will count toward freeing up the available shot, instead of having to hit them all. (This is a buff!)
- Vile Visage's attacks have a new projectile, and the his eyeball-pop-out bullet cone attack is now a substantially slower.
- Enemies near you when you enter a teleporter (to a side-area like a Glory Zone, not a Frostor portal) should now stay put until you come back.
- Added an additional one second grace period after an enemy spawns where it can't deal contact damage.
- Dropping back from either player's keybinds menu now returns you to that item on the options list (instead of the top).
- The Game Over screen no longer shows Final Score in non-score runs.
- Seed Racer no longer requires Destiny.
- Earthmetal Plating reworked. Now converts your already-acquired +ATK and +PWR into both Health and Energy. System Restore restores lost ATK/PWR.
- Tweaked some Glory Zone rooms. Glory Zone types (in Normal/Reverent/Defiant) are now limited by a few game progress flags, so stuff like first-time players getting a Lock the Blocks! room doesn't happen.
- Oxjack's Blitz (Air Dash Leg Core) no longer dashes up from the ground. (Removed by popular complaint!)
BUG FIXES:
- Aug icons in the Pause screen now get a little smaller once you have at least 49 different kinds (so they don't overlap the bottom menu buttons).
- Fixed an issue where the Undeveloper might fail to undevelop some things in co-op.
- Fixed the Weekly Challenge's quick restart mysteriously adding Skulls.
- Fixed a bug causing controller device names not to show up when changing Input Device settings.
- Dead players no longer trigger item tooltips.
- Fixed activating the Start Game teleporters after you've already triggered the game's start.
- Fixed some long-standing momentary jankiness in Ace's model when picking up a Core.
- Fixed an issue where two players couldn't simultaneously enter a teleporter in co-op.
- Fixed an issue where the Astrals wouldn't disappear on death for the client in online co-op.
- Fixed Rollster Beta's online facing during his bounce attack.
- Fixed issues with Interesting Times and Consuming Fury (and on-level items in general) in online co-op.
- Fixed an issue in online co-op where a client might fail to pick up a post-boss reward.
- Fixed client run timer ticking up while waiting for the host to send level data.
- Fixed tutorial being playable in online multiplayer. (It was sort of playable, but super broken.)
- Fixed Spectator camera taking awhile to catch up if the a player is still dead on level transition. (In general, the camera being really far from where it belongs will also now make it auto-jump to where it's going.)