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- Another massive update to the beta branch, one that warrants a version number increase. The most notable additions are an autofire option for Milla's Cube Blaster as well as brand new display settings. Full list of changes are below.
- Lilac can now continuously perform normal attacks if the attack button is held down.
- Slightly raised the vertical speed cutoff point for Carol's Low Kick attack from 0 to 2 to get rid of a specific interaction with grindrails where player could gain momentum through mashing.
- Milla:
- -- Reworked internal interactions with shields and cubes.
- -- Shield Blaster / Cube Blaster fire rate is now capped at approximately 6 shots per second.
- -- Milla can now autofire Shield Blaster / Cube Blaster at maximum fire rate when the player holds attack button with the Barrier out.
- -- Reduced fire rate of consecutive Super Shield Bursts (when Milla has multiple cubes) and reduced invincibility time that is given to enemies that are hit by Super Shield Burst to be approximately equal. This will make it much easier to hit an enemy with every single Super Shield Burst when having multicubes, without some of the Bursts missing due to enemy being invincible from a previous Burst.
- -- Milla can now softjump with her Barrier out.
- -- Fixed Super Shield Burst knockback direction sometimes being incorrect.
- -- Fixed Super Shield Burst firing in a wrong direction when Milla is on a steep slope or ceiling.
- -- Super Shield Bursting downwards when on the ground should now lift Milla off the ground.
- -- Fixed Cube Blaster's damage dropping off earlier than intended when the main cube changes size.
- -- Early Guard cancelling a Super Shield Burst will no longer affect the size of the next cube in the stack of multicubes.
- -- Changed Barrier's positioning code to have an anchor point and distance away from it (similar to polar coordinate system) so that it would correctly position itself when Milla is on a slope.
- -- Shadow Milla's Barriers and Super Shield Bursts now properly have an outline.
- Player characters now will be immediately turned in whatever direction is currently held when the player issues an attack command while on a grindrail.
- Implemented new Screen Setting: Internal Scale.
- -- This setting is responsible for the size of the render textures that various layer cameras render onto. While the main game's window size stays the same, this setting can make the image more smooth and lessen the effects of dithering artifacts; at the cost of potentially making some parts of the image blurry.
- -- Available options: x1, x2, x4, x8.
- -- Shout-out to Johnny on Flame for the original mod.
- Implemented new Screen Setting: Borders.
- -- This setting alters how the game renders itself into its window in case the window's size is not an integer multiplier of its native 640x360 resolution.
- --- "None" option stretches the game's image fully into the window, ignoring its native aspect ratio.
- --- "One Side" option stretches the game's image into the window in such way as to preserve its native aspect ratio and introduce blank borders only to one side of the screen - either letterboxing (horizontal) or pillarboxing (vertical) the image.
- --- "Both Sides" option shrinks the game's image within the window in such way as to fit the largest possible native resolution multiplied by an integer into it and introduce blank borders to both horizontal and vertical sides of the screen - windowboxing the image.
- The game now keeps track of the window resolution and stores it in the settings file.
- Assist Settings menu moved from Main Menu to the new savefile creation sequence, as Assists are individual for each savefile.
- Added general description text for Assist Settings when creating a new savefile.
- Added general description text for Starting Item Set menu when creating a new savefile.
- Updated Guide for each character that is available via Pause Menu; added a page for each character's Special Item.
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- — Today at 22:37
- Fixed NPCs ignoring enable and disable story flags for dialogue topic options, causing those to always be available at all times despite story events.
- Fixed the contents of first line that is displayed in the dialog box to be immediately displayed in full when the player starts talking to any NPC the 2nd+ time due to reading stale input.
- Basic Tutorial:
- -- Added a tutorial TV for Milla's Shield Blaster / Cube Blaster autofire.
- -- Fixed TVs displaying Milla's Cube Blaster failing to display the proper sequence.
- -- Raised the upper parts of terrain to prevent the player from skipping parts of tutorial by going over them.
- Royal Palace:
- -- Altered Askal's first dialogue in the tavern if Neera is the player character.
- -- Altered dialogue when looking at Syntax body that is available after finishing Shuigang arc to be character-specific.
- Battlesphere arc intro cutscene:
- -- VA clips in the Battlesphere commercial now properly adjust their volume according to VA volume settings.
- Battlesphere Lobby:
- -- Fixed elevators being drawn on top of the elevator shaft when they are ascending to the arena.
- -- Fixed some duplicated dialogue on some NPCs; added some missing dialogue lines.
- -- Fixed Ming's dialogue structure that would prevent her from saying new lines.
- Battlesphere:
- -- Fixed various potential issues with indices and offsets in Arena Challenge Select Menu.
- -- Fixed challenges that are completed by crossing the finish line giving incorrect rewards.
- -- Sealed the top part of Corazon 2's arena.
- -- Changed reward for Bubble Battle challenge from 750 to 700.
- -- Locked challenges should now hide their rewards.
- -- Switches that control moveable goldblock terrain in Rolling Thunder challenge now move themselves and affected terrain slower, allowing more fine control over terrain positioning, while also lowering the risk of collision issues with conductor block if it placed on top of moving terrain.
- Guard Trial:
- -- Leaving Guard Trial early via Pause Menu should no longer boot the player into Main Menu.
- Mountainside Detour:
- -- Added the Exchange option to Chloe, allowing the player to get Gold Gems from her directly, instead of this option only being available via Quick Shop.
- Globe Opera 2:
- -- Moved the Macer in the first room with three plugs away from the spring to prevent its spike ball from continuously attempting to bounce off of it.
- Tidal Gate:
- -- Fixed code for scrolling water surface during the boss fight going out of bounds of the tension array.
- -- Fixed incorrect offset of waves created on the scrolling water surface.
- -- Edited code for creating splashed on water surfaces to fix some calls creating huge waves.
- -- Increased activation range of boats and rafts to avoid pop-ups.
- Adventure Square:
- -- Added Syntax Body NPC into the diner after the Jungle arc is complete.
- -- Fixed Lilac vs Spade cutscene not playing properly if the Jungle arc is the last one to be completed.
- --- [Backend] This is done by separating this cutscene into a different scene entirely. Cutscene viewer parameters related to this scene changed appropriately.
- -- Slightly expanded the intro of the Team Reunion cutscene (to take into account the end of Jungle arc being in the same room).
- -- Fixed Carol being unable to comment on the lab table in the diner's basement due to its incorrect story flags.
- -- Added missing guardrail tops to the stairs in the diner; removed stray overlapping elements of submarine plating.
- Paradise Prime:
- -- Slightly adjusted terrain collision.
- Gravity Bubble:
- -- Fixed the above-the-ground island background not being deactivated and covering the entire screen if the player skips the pre-final cutscene when the camera shows the beacons activating.
- Clockwork Arboretum:
- -- More parts of the elevator are now destroyed when the bossfight transitions to phase 2.
- [22:37]
- Lunar Cannon:
- -- Elements of the console of the Lunar Command boss shifted backwards in depth to not be drawn on top of Pause Menu's elements.
- -- Fixed slightly misaligned elements of Lunar Command console HUD.
- Merga:
- -- Merga's voiceline when the player reaches her last phase should now be consistently played even if the player restarted at the checkpoint at any point in the fight.
- -- Added Classic mode cutscene variants for Capsule endings.
- Weapon's Core:
- -- Electric sparks with variable speed now slow down gradually.
- -- Electric sparks with variable speed now start slowing down or speeding up depending if the next Circuit Node in the chain is open or not.
- -- Left part of the final Spark puzzle is shortened to reduce the wait time.
- -- The final Spark puzzle has the Spark speed changed to make the timing of the right part more forgiving.
- -- Applied a correct tag to collision that seals the entrance to the final arena to allow running on ceiling without falling off.
- Time Capsule sidequest:
- -- If the player doesn't have the related badge, they are now required to watch the contents of all capsules for them to take effect on the narrative.
- -- If the player has achieved a normal ending on a given savefile and started the Time Capsule sidequest, exclamation point markers are added to the world map that would point the player towards places of interest related to the sidequest.
- -- The player cannot watch the contents of any Time Capsule they may have collected until one certain capsule with a cutscene attached to it is obtained.
- -- Yet unwatched Time Capsules are now marked.
- Player and player-related animators are now initialized at some point during game's start to avoid hitches in case these animators were to be initialized during gameplay.
- -- [Backend] This is done via AnimatorPreInitializer script during GalaxyTrail logo screen. It creates several GameObjects with player character and player-character-related animators and orders them to play for several frames offscreen, effectively initializing them into memory.
- Photomode now correctly captures lighting if it is present in the stage.
- Fixed voicelines not being stopped correctly in non-generic cutscenes when pausing.
- [22:37]
- Fixed some inconsistencies in behaviour under different framerates:
- -- Edited Spark Emitter code to potentially fix inconsistencies in spark spawning behaviour.
- -- Fixed Astral Golmech's jump height being higher at higher framerates.
- -- Fixed Corazon 2 dash's vertical velocity after wall sliding being lower at higher framerates.
- -- Fixed Durugin's fists flying too high up at higher framerates.
- -- Fixed Fire Hoppers' jumps and torches flying too high at higher framerates.
- -- Fixed Flamingoes' steps being much wider at higher framerates.
- -- Hopefully fixed Line Cutter's emerging and retracting behaviour at higher framerates.
- -- Fixed Wood Hoppers' jump height being affected by gravity too much at higher framerates.
- -- Fixed Shadow Armory switches being decelerated too much at higher framerates, forcing Askal to punch that one golden platform more times than intended.
- -- Fixed Rocket Sleds being too fast at higher framerates.
- -- Fixed Lancer in Airship Sigwada's background ascending and descending too quickly at higher framerates.
- -- Fixed various color cycling objects, such as police lights, changing colors too quickly at higher framerates.
- -- Edited Neera's ice floor spawning behaviour.
- -- Hopefully fixed crocs' movement in Fists of Frog game.
- Weatherface and Lemon Bread should no longer be visible for 1 frame on activation.
- Weatherface will no longer continue animating some of its parts after being dismantled.
- Fixed Code Black Beartles not having correct enemy faction.
- Fixed Snatchamon's orb debris using regular Traumagotcha's colors.
- Fixed some of Corazon 2's SFX being channeled through voice audio source.
- Somewhat fixed discrepancies with the amount of projectiles fired by Tower Cannons.
- Swapped a non-white chargebeam sprite for a new similarly-shaped all-white whitetrail sprite to get rid of chargebeam's dark blue contour persisting through sprite color change of Eclipse form's and Secret Boss' screen-darkening attacks.
- Fixed Dragon Boost flame effects not having correct offset during cutscenes.
- Reduced height of player's splashes on water's surface.
- The flag for left-facing player position on respawn for one certain checkpoint in Inverse Dynamo is no longer carried over between stages.
- Fixed some stage gimmicks overriding player's flashing timer.
- The screen should no longer shake if certain types of projectiles and rockets explode far enough as to not play the explosion sound.
- Hopefully fixed some more bugs related to the process of creating and deleting savefiles.
- Aaa no longer has coughing fits (hurt voiceclips now have a timer that prevents a new clip from being played in audio source until the timer is expired in cases when multiple attacks are landed onto Aaa in quick succession).
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