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- == Version 1.3.0
- - The statue is muttering in dits and dahs
- - Dialog: Spoopy is now SpoopySoup in credits, DanTKO is now credited for light/dark theme, Fixed mistake where Zerex's credits weren't showing, GMHS credits now include mappers who made their own parts
- - DanTKO's Beginner Entry: Slightly moved 2 decals to make spikes a bit more visible
- - iamdadbod's Beginner Entry: Fixed awkward interaction with kevin in room 2 where kevin could get stuck, Camera trigger when talking to The Great Kevin is now fixed to properly be on their face
- - Beginner [REDACTED]: Camera in Abby's section tweaked
- - Intermediate Lobby: Should fix darkness from dying / save and quitting in heartdoors and respawning outside to have a "dark theme" of the lobby
- - Bissy's Intermediate Entry: Fixed respawn so that dying doesn't make you be underwater for a split second before it switches in revisiting room 2
- - Oppen_heimer's Intermediate Entry: Golden respawn and berries moved to a higher platform, Signs now have indicator offset y of 1
- - ProXas's Intermediate Entry: Fixed 2 softlock possibilities in room 2 and 1 in room 3, Berries are now shown in the right order in pause menu
- - Rocketguy2's Intermediate Entry: Decal added from Factory Helper, Button should be more visible
- - Advanced Gym: Moved up the jumpthroughs in the neutral drop section by 1 to make it more understandable as what to do
- - iamdadbod's Advanced Entry: Fixed camera in intro and room 5
- - Galaksyz's Advanced Entry: Respawn in room 1 less lenient
- - Rufus's Advanced Entry: removed outro downwind, and added invisible seeker barriers where needed
- - CANADIAN's Expert Entry: Disable grabbing at room start since it throws off timing, added a single spike to top of a switch gate so people can't accidentally climb into lightning because base game doesn't really have this situation, shorten tempo cassete triggers at start of screens to make restarting more feasible, remove 6/7 24 pixel ultras with 27 pixels
- - dahlukeh's Expert Entry: Room 5's watch tower should now be somewhat usable without instantly killing you, Prevents you from entering rooms with exit blocks that try to block you from going back to previous rooms with invisible barriers now
- - iamdadbod's Expert Entry: lowered the first spinner out of the dream hyper by 3 pixels in room 3 to make the dream hyper more fair
- - Indecx's Expert Entry: A hyper in a room is more lenient
- - Kube's Expert Entry: Added jelly barrier in final room
- - RadleyMcTuneston's Expert Entry: Fixed some awkward camera
- - Expert [REDACTED]: [flag 1] replace puffers with static puffers, put correct bgtile colour at the tempo switch, shrink tempo switch vertically which makes it a little bit easier to squeeze in above tempo switch and makes it easier; [flag 2] increase offset a tiny bit in top left of dadbod section so it's even easier to see switch gate you're dropping to; [flag 4] Fixed visual girders using wrong tileset in ChaotiC's section, Top right spikes moved a bit more to the right to stop dying on ceiling in transition from ChaotiC to Bissy's section, Torches clarified a bit more to show a wavedash in Bissy's section; Fixed appearance for spikes on Zerex's section using dream spikes on non-dream blocks
- - Grandmaster Lobby: Added killbox to prevent assist mode from skipping the heart gate, Camera from Bissy's part to iamdadbod's should be better
- - CANADIAN's Grandmaster Entry: [room 1] move jumpthroughs for yellow portal consistency, move spinners on ceiling at end for safety, more kill boxes ascending, cheese spot removed; [room 2] replace trigger spikes with invisible barrier to prevent neutralling, seeker barrier shrunk; [berry room 1] remove lightning flashing, [berry room 3] remove flashing of lightning, tweak camera, make end kinder (change respawn, nicer teleporter setup), move jump throughs for yellow portal; prevent softlock transition from berry room 2 to room 3, room 1; Nice View is now nicer and has a spawn point
- - iamdadbod's Grandmaster Entry: close gap in room 4 which makes crystal bomb get stuck, made breakable blocks in room 5 not persistent
- - Problemstrol's Grandmaster Entry: Various changes throughout all rooms
- - Mod structure: Removed decals from Path of Hope that are unused
- Speed Berry times updated:
- - Singularity (Beginner)
- Bronze 45 -> 47
- Silver 35 -> 36
- Giving a couple seconds for silver and bronze because these times can be a little tight
- - Starjump (Beginner)
- Silver 1:06 -> 1:10
- Bronze 1:14 -> 1:25
- This map is very movement heavy, so those newer to speedrunning may not be able to combine these movement techniques to put together a good run.
- - Seeker Temple (Beginner)
- Silver 1:00 -> 1:01
- Bronze 1:10 -> 1:12
- Giving a couple seconds for silver and bronze because these times can be a little tight
- - Mobius Temple (Intermediate)
- Silver 2:30 -> 2:35
- Bronze 2:52 -> 3:00
- Turns out, space gravity makes this map extremely slow to run. Giving more leniency for silver and bronze
- - Lucid Caverns (Advanced)
- Gold 50 -> 52
- Silver 1:10 -> 1:11
- This gold time was way too tight. Giving and extra second for lining up pause buffered demos (if you so choose to use them) and likewise for the silver time.
- - Crumbling Castle (Advanced)
- Gold 3:14 -> 3:24
- Silver 3:54 -> 4:04
- Bronze 4:30 -> 4:40
- Added 10 seconds to every time because this map is pain to run and jumping is slow
- - Mural Skies (Advanced)
- Gold 1:08 -> 1:12
- Silver 1:25 -> 1:40
- Bronze 1:50 -> 2:20
- This map is one of the most difficult to route and execute. Giving 4 seconds for the gold time makes this time more about the routing than having perfect execution. Likewise for silver and bronze.
- - Crimson Night (Advanced)
- Gold 1:18 -> 1:19
- Silver 1:32 -> 1:33
- Bronze 1:54 -> 1:55
- Adding a second to each time because of the discrepancy between timing methods for when this berry was timed and when speedberries were created.
- - Ultra Sandwich (Expert)
- Gold 57 -> 59
- Silver 1:05 -> 1:07
- Bronze 1:20 -> 1:25
- As an expert map, this should have a little more leniency
- - Tripeak Trail (Grandmaster)
- Gold 2:15 -> 1:45
- Silver 3:00 -> 2:30
- Bronze 4:15 -> 3:45
- This map was never properly timed and we gave very rough estimations. Beating this map deathless is still 30 seconds faster than gold time, so most that already got the gold time should not have their achievements changed.
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