Full notes
Full Adventures of Helio update
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What changed
- Store
- Gameplay
- Maps
- Balance
Adventures of Helio changes
Helio can use Muzzle Flash.
Short-range electric attack that can hit multiple enemies at once.
Stops you when you use it, leaving you vulnerable to enemies. So get used to jumping and crouching right after you Flash!
While Helio starts with this power in this update, having the power by default is only temporary. In future updates, you will have to buy this power (among others) at the upcoming Shop using Hidden Medals.
New and improved, more atmospheric lighting and shadow systems; some levels have been redesigned around this new lighting system.
In Main Menu, when you load the game, it will show you play time, game progress, and Hidden Medals in your save file when it asks you if you want to continue.
The last Crystal you touched will be transparent.
Helio has new death animation
Add splash effect for when Helio enter/exits water
Adjusted Hitboxes for Angrylion
Shroomiasma explodes when you kill it
Duendes throw projectiles at you in Worlds 2 & 3
Mind Wallflowers are invisible unless they're shooting you
Hydrones can now be killed in one hit. This is to prevent issues where, after they get hit once, they fly upwards to walls that they sometimes clip through, forcing them downward at a ridiculous speed.
Be on the lookout for a special character who will show up in a few levels such as Levels 4 and 12. Did you find him? Feel free to send us screenshots if you do!
The following bugs have been fixed:
Some parts of the menu did not respond properly to controller input
If the player exited a level using the Pause Menu before finishing the level, Helio would not always spawn in the right place on the World Map
Bosses' health bars showed up even when you were
In the World Map, you could select levels even when the "Pause Menu" was active
You used to be able to Jump Down the Yellow Tooth Spikes that fall from the ceiling to the ground. This would hurt you, and if you died doing this, you might have respawned inside a wall.
Additional Level Design changes:
Level 4 - Adjusted the rightmost Pricky at the bottom of the level. Its hitbox touched the hitbox of a wall, which caused it to slide under a Life Shard, making it harder for players to reach that Life Shard without accidentally landing on the Pricky.
Level 7 - Removed one of the Shroomuskets near the bottom of the level, as after the lighting system it was behind a fake wall, making it too easy for it to shoot players who didn't see it.
Level 13 - Adjusted programming for the first three Rokabumas in the level. If you died while one of them was falling, it would continue to fall downward, which caused it to possibly land where Helio respawns and kill him unfairly. After this update, they should stop falling and return to their starting positions right after the player dies.
Level 23 - Added two new Duendes, one as a light source to help you spot the Shroomusket more easily under the new lighting system, and another just to add a bit more challenge.
Level 25
Added Shroomini after the first checkpoint to make it easier to tell where you should jump
Added Shroomini before last falling Tooth Spike for same reason
Level 32 - Swapped out the first Wallflower for a Shroomortar. Shroomortar does not get hurt by Muzzle Flash, so using it on Shroomortar won't break that section.
Level 35 - Removed some of the blocks above the leftmost Yacuwawa to make it easier to trick into shooting the yellow Spikeball.
Level 36
You can now destroy Vapor Clouds by shooting them. However, they will also knock Helio back slightly in his normal form.
Getting the Exit Gem now requires you to turn into Minerex because there are many Spikeballs between you and that Gem.
Level 39 - Fixed enemies that failed to respawn after player death
Level 40
When Staglier gets hit during an early phase, he spawns a yellow Spikeball that moves back and forth. This is to prevent the Muzzle Flash from breaking that phase.
In the two phases where he moves back and forth, Staglier moves more quickly the less health he has.
Levels 43, 44
Slightly increased collider for Wind Hydrone to make it easier for Helio's Balloon Form to land on
(also applies to Level 57) Spawners for Hydrones will only activate at certain points, reducing the risk of slowdown
Level 51 - Replaced the block under left-most Wallflower with a Thin Platform to prevent a possible soft-lock if you reach that area with the Minerex.
Level 52 - Fixed glitch where Shroomini at the very right end could not be headbutted by Minerex; Thin Platform was also missing a collider, which is now added.
Level 54
Removed Draglier as it gets too easily killed by the Doubraco below it, so it contributes nothing to the level
Lowered Spikes on the right side of the level (above the water and swimming Hydrone, near the Fake Tree) so Burning Bush is able to jump over it
Level 58
Some redesigns in upper-left section with placement of the "mini-Pucky" Conquistasaur and adding a Thin Platform below it
The Conquistasaur that spawned the fake Shroomaul is replaced with an actual Shroomaul as it was found that that Conquistasaur was causing a few bugs
This list should cover the majority of level design changes, although there may be a few design changes that weren't mentioned here.
Source
Changelog.gg summarizes and formats this update. How we read updates.
