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Steam News9 January 20251y ago

Remastered Beta12 Update

In this update, we have added side levels 2-a, 2-b, 2-c. Main Game Added support for the supersampling model FSR2. Fixed an issue where the 'levelManager.setCameraTarget' method was not working properly.

In this update4

Full notes

Full Ballex²: The Hanging Gardens update

Read the full published notes in a cleaner layout. The original post stays linked below.

What changed

0 fixes3 additions0 changes0 removals
  • Gameplay
  • Performance
  • Maps
addedIn this update, we have added side levels 2-a, 2-b, 2-c.
addedMain GameAdded support for the supersampling model FSR2. Fixed an issue where the 'levelManager.setCameraTarget' method was not working properly. Resolved an issue where the Renderer component was unable to access and modify data via the 'Opacity' and 'ShadowCastingMode' paths. Increased the sound range of TNT explosions. Fixed an issue with the path road generator failing to generate road correctly. Resolved align issues in level 1-e section 3. Significantly optimized the speed of level reloads. Fixed crashes occurring when exiting the game. Resolved an issue where 'cast' class functions were unable to detect all physical layers. Fixed problems with certain areas in 1-c lacking death areas.
addedMap EditorAdded the ability to customize the player ball. Added landscaping tools. Added tools for placing pillars and lights, accessible via 'Tools/Add Pillar' and 'Tools/Add Light' in the menu bar. Renderer component now supports a near-distance dissolve feature. Introduced a new function for auto-saving window layouts, with an option to reset to the default layout via 'Tools/Reset Layout' in the menu bar. The Trigger component now includes physical layer options: 'Static' 'Stopper' 'NotPlayer' 'OnlyPlayer' and 'None' New or adjusted methods for Executors in gameplay: -levelManager.getCameraOffsetSmooth() => float -levelManager.setCameraOffsetSmooth(value: float) -levelManager.setCameraTarget(guid: string, displayName: string) -scene.sphereCastAll(center: Float3, radius: float) => object -scene.boxCastAll(center: Float3, size: Float3, rotation: Quaternion) => object -scene.mouseRaycast(maxDistance: float) => RaycastHit -scene.mouseRaycastAll(maxDistance: float) => RaycastHit[]

Ballex²: The Hanging Gardens changes

addedIn this update, we have added side levels 2-a, 2-b, 2-c.
addedAdded support for the supersampling model FSR2. Fixed an issue where the 'levelManager.setCameraTarget' method was not working properly. Resolved an issue where the Renderer component was unable to access and modify data via the 'Opacity' and 'ShadowCastingMode' paths. Increased the sound range of TNT explosions. Fixed an issue with the path road generator failing to generate road correctly. Resolved align issues in level 1-e section 3. Significantly optimized the speed of level reloads. Fixed crashes occurring when exiting the game. Resolved an issue where 'cast' class functions were unable to detect all physical layers. Fixed problems with certain areas in 1-c lacking death areas.
addedAdded the ability to customize the player ball. Added landscaping tools. Added tools for placing pillars and lights, accessible via 'Tools/Add Pillar' and 'Tools/Add Light' in the menu bar. Renderer component now supports a near-distance dissolve feature. Introduced a new function for auto-saving window layouts, with an option to reset to the default layout via 'Tools/Reset Layout' in the menu bar. The Trigger component now includes physical layer options: 'Static' 'Stopper' 'NotPlayer' 'OnlyPlayer' and 'None' New or adjusted methods for Executors in gameplay: -levelManager.getCameraOffsetSmooth() => float -levelManager.setCameraOffsetSmooth(value: float) -levelManager.setCameraTarget(guid: string, displayName: string) -scene.sphereCastAll(center: Float3, radius: float) => object -scene.boxCastAll(center: Float3, size: Float3, rotation: Quaternion) => object -scene.mouseRaycast(maxDistance: float) => RaycastHit -scene.mouseRaycastAll(maxDistance: float) => RaycastHit[]

In this update, we have added side levels 2-a, 2-b, 2-c.

Main Game

Added support for the supersampling model FSR2. Fixed an issue where the 'levelManager.setCameraTarget' method was not working properly. Resolved an issue where the Renderer component was unable to access and modify data via the 'Opacity' and 'ShadowCastingMode' paths. Increased the sound range of TNT explosions. Fixed an issue with the path road generator failing to generate road correctly. Resolved align issues in level 1-e section 3. Significantly optimized the speed of level reloads. Fixed crashes occurring when exiting the game. Resolved an issue where 'cast' class functions were unable to detect all physical layers. Fixed problems with certain areas in 1-c lacking death areas.

Map Editor

Added the ability to customize the player ball. Added landscaping tools. Added tools for placing pillars and lights, accessible via 'Tools/Add Pillar' and 'Tools/Add Light' in the menu bar. Renderer component now supports a near-distance dissolve feature. Introduced a new function for auto-saving window layouts, with an option to reset to the default layout via 'Tools/Reset Layout' in the menu bar. The Trigger component now includes physical layer options: 'Static' 'Stopper' 'NotPlayer' 'OnlyPlayer' and 'None' New or adjusted methods for Executors in gameplay: -levelManager.getCameraOffsetSmooth() => float -levelManager.setCameraOffsetSmooth(value: float) -levelManager.setCameraTarget(guid: string, displayName: string) -scene.sphereCastAll(center: Float3, radius: float) => object -scene.boxCastAll(center: Float3, size: Float3, rotation: Quaternion) => object -scene.mouseRaycast(maxDistance: float) => RaycastHit -scene.mouseRaycastAll(maxDistance: float) => RaycastHit[]

SR Time Adjustments

1-c 3:35 4:10 1-d 5:30 6:50 1-e 4:20 5:05 1-f 5:20​ 6:15

Unlock Condition Adjustments

1-a 25 1-d 28 1-f 30 2-a 32 2-d 35

Source

Steam News / 9 January 2025

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