We had a few items on our backlog that we had gathered both from giving demos to people and watching where they were struggling and also feedback we have received through the community, both here on the Steam Community Forums as well as Reddit. And finally, I (Jashan) got around to implementing a few of them.
We have also isolated the crash-bug. This is an issue that eventually has be fixed by Unity (or maybe even AMD because it apparently has to do with their drivers). If you have an AMD GPU, you may want to opt-in to the "no GPU skinning branch": beta-no-gpu-skinning. For information on how to switch to a branch, check out: Opting In and Out of Steam Client and Product Betas
Another area we've worked on are the in-game leaderboards. Those now have more information and if you look behind your back, you'll also see the "Total Score of all Play Sessions Leaderboard", which shows the total score. The more you play, the higher you rank ;-) ... there's one known issue with this: The "Only Friends" toggle does not work. This was a hot fix for the companion window UI no longer working. Eventually, we'll have both working ;-)
And here's the full release notes:
- Added "Comfort Settings" - these are available both in the settings in the level selection as well as the pause menu. This is for people with phobias ... and people that want to remove stuff that looks nice but just costs performance. You can remove: Water, Birds, Butterflies, Dolphins, Whales, Fish, Machines and Thunderstorms. Thunderstorms don't exist in the game but it may have an effect on the physical world. Or not. Try it. You can also add something: If you don't like "Heights", you can enable a platform below the player platform in Level 2 (and all air levels that are not in the game, yet, once they are in the game). Unfortunately, this currently does not work in Pause mode, yet, just like re-activating things from pause mode. But when you exit and enter the level again, the changes will be applied.
- Track Selection Orbs are now arranged from left to right in ascending difficulty. This not only makes it much easier to select a specific one but also makes it much more obvious that there is an order for these!
- Fixed the super-annoying level selection mechanism, where pointing to any of the frames immediately pulled the thing towards you. Now, pointing only gives you a kind of "mouse over", and you have to pull the trigger to pull it towards you.
- Until the GPU Skinning bug in Unity 5.4 that crashes AMD GPUs is fixed, we have two branches: One for NVIDIA GPUs (default), that can also be used for AMD GPUs as long as you don't enter Level 1. And one for AMD GPUs: beta-no-gpu-skinning. Hopefully, a fix from Unity will be available soon so we can go back to having one build for all of you!
- We now automatically disable the animals in Level 1 when we recognize that you have an AMD GPU. Unfortunately, the dragon is also skinned and we cannot disable that, so the crash still occurs unless you disable water (see below) ... or use the special "no-gpu-skinning-branch" (see above ;-) ).
- Changed the blending of the orbs from "Additive" to "Glass / Unlit" which should improve visibility, especially in Levels 1 and 2 ... it's still not convincing but a little better.
- Fixed bug where you would not see any highscores if you had never played a level / track
- Fixed small issue with "Only Friends" checkbox for leaderboards that resulted in the checkbox at first showing the wrong state and then the first "click" not having an effect
- Behind your back in the level selection scene, you can now see the Total Score of all Play Sessions ... so the more you play, the higher your score will be in this Hall of Fame. It also shows the total notes you have caught, your total number of play sessions and the total number of perfect play sessions where you did not miss a single note.
- Improved Highscore Lists: They now show how many notes you caught with left hand / head / right hand, in addition to notes caught and notes in this level. There's also a little caption on the bottom end to explain these numbers ... and the date you played when you received this highscore. The visual style of the highscores UI still sucks; we'll eventually polish this quite a bit to be in tune with the dragon theme of the game.
- Put ScoreHUD closer to the settings in level selection scene because apparently, quite a few players never really saw it (you had to activate the settings and look to your right, which people understandably don't always do ... so now it's visible already when just looking forward)