In this update9
Full notes
Full Astral Tracks update
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What changed
- UI and audio
- Gameplay
- Fixes
- Performance
Astral Tracks changes
Early Access Patch #01 - Update and Change Log
Hi everyone,
today, we delivered the first patch for Astral Tracks in our Early Access phase!
We added 10 new accessories to the Customization menu for you to unlock, adjusted the grappling mechanic, updated translations, improved save game handling, performance in the main menu and gamepad support, and fixed several bugs in gameplay, highscores, and multiplayer. You can find the full change log below!
We're looking forward to more of your feedback, let us know what you think and please don't hold back any suggestions for future updates ːguri_coolː
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Full Change Log:
Game Mechanics
Changed GRAPPLE mechanic, so grappling is now allowed from any character state this means grappling will now lift you off the ground instead of you having to jump or be in the air to start grappling
Fixed bug with disabling grapple particles, where grappling indicator line was shown even though it was not possible to grapple
Gameplay & Tracks
Rotated timers in some level segments
Fixed bug, where no collectable ducks were displayed on the track when rerunning it through the corresponding input option in the end screen
Fixed bug, where the deadly platforms had to be manipulated twice in a row with the EMP to properly reset their deadly state, after having fully reset a track using “R”
New Content
Included 10 new accessories in the Customization menu for Head, Body, Hands and Feet: o Body: Fairy Lights, Lifebuoy o Feet: Clogs, Duck Feet o Hands: Balloon Dog, Plunger, Lantern o Head: Pirate Hat, Shark Hat, and Umbrella Hat!
Highscores & Multiplayer
Improved display of highscore in end screen if a track has been finished before, adding a + or – sign to the delta time to clarify if the new highscore is better or worse than before
The ALL TIME highscore list in the end screen now ranks players without “skipping” ranks. The previous implementation had its focus on not displaying the same rank more than once throughout the CURRENT and the ALL TIME list, which seemed confusing after some more testing. The new implementation focuses on the ALL TIME highscore list, so ranks are in correct and complete succession there.
Fixed bug, where it may have happened that two highscore were submitted for one run, because multiple finish times were marked by the game. The game now has several more checks and validations in place for the finish time before submitting it for the highscore list in the end screen.
Fixed bug, where time and rank of a co-player in online multiplayer may have been continuously displayed as “pending” if said player has disconnected from the game
Visuals
Made wallrun animation cyclic and loopable, so the animation doesn’t stop when wallrunning for a very long time
Fixed issue with particle systems on accessories in the Customization menu, causing some particles to have the wrong size
More Bugfixes
Fixed crash in the highscore manager if a highscore has not been validated before accessing it
Fixed potential issue in the saved track options, that prevented players from starting tracks
Fixed bug, where characters may slide on surfaces after wallrunning
Fixed issue with metal material that may have caused a faulty display of transparent ducks on the tracks that have already been collected in a previous run
Adjusted zone on deadly platforms that kills characters, so platforms that are currently set to deadly cannot be climbed
Adjusted staircase assets to make them seamless and fix potential issues with climbing mechanic
Improvements
General improvements to Save Game, especially storage of chosen settings and user data
Game now automatically pauses when a gamepad or controller is disconnected or unplugged
Improved rendering time and performance in main menu and sub-menus by improving the animation of the duck on the lower left displaying your amount of in-game currency
General & Miscellaneous
Updated translations for all languages
Stay tuned for more updates! Until next time! - The LAB132 team
Source
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