Full notes
Full Blast Processed update
Read the full published notes in a cleaner layout. The original post stays linked below.
What changed
- Compatibility
- Gameplay
- UI and audio
- Maps
- Fixes
This is a bigger update than the previous small patches since I've made the first change that breaks replay compatibility across the game. If you want to go back and view your old replays, I've put up a beta version which will allow you to watch old replays. To download that version, right click Blast Processed in your Steam library -> Properties -> Betas and select the "replay_compatibility" beta.
Changes:
Extended the buffer window for perfect slides and perfect bunnyhops.
Some players weren't realizing you can return to your current checkpoint at will by pressing R (by default), so now the game will show a reminder if you fall for too long, which should show up in Paradise if you fall all the way to the kill plane from a higher jump. You can disable this reminder completely in the pause menu.
Changed the wording of the basic tutorial to draw more attention to reset binds.
Changed the wording of the perfect slide tutorial to make the benefit of perfect slides more clear.
Using a reset bind now resets the timer and starts a new replay if you don't have a checkpoint. (This should actually work now, please let me know if you find any issues with it)
Added an optional bind for completely resetting maps. This action is not bound to any key by default, but it can be found in the key bindings section of the options menu.
Removed the ability to fully reset a map by using a reset bind while paused. Bind a key to the dedicated reset map action instead for fast resets.
Map Changes:
Fixed a pixel walk in Metropolis on the jump Cross Launch.
Fixed the beam of sunlight at the end of Palace acting as a solid wall for rockets.
Made several jumps in Brimstone a bit more lenient.
Source
Changelog.gg summarizes and formats this update. How we read updates.
