In this update7
Full notes
Full Celeste update
Read the full published notes in a cleaner layout. The original post stays linked below.
What changed
- Gameplay
- UI and audio
- Fixes
- Events
- Performance
Celeste changes
Full changelog can be viewed on the Celeste Website
Note: The following changelog contains game spoilers! View at your own risk!
New Options:
Added an additional 'Screenshake' setting: 50%, which is now the default
Added the 'Grab Mode' option, which allows you to use the grab button as a toggle rather than holding it
Control Rebinding:
Overhauled the control rebinding system, to allow for much more granular and complete rebinding, including menu inputs and more
Added a bind for Advanced: Crouch Dash
After a 'Crouch Dash' bind is set, a 'Crouch Dash Mode' option will appear. 'Press' mode crouch dashes when the button is pressed. 'Hold' mode crouch dashes when the button is held and a regular dash button is pressed
Added binds for Advanced: Directionals for movement- or dashing-only
The option to reset all controls to defaults must now be held to confirm
Removed the hard-coded Quick Restart shortcut on gamepads (L + R + Start), because it can now conflict with custom rebinds. You can bind a dedicated Quick Restart button to use this feature
Control rebinds will be reset to default when you download this update
Pause Buffering:
Added 0.1s of input buffering on the Pause input
Fixed game timer freezing during unpause (this adds 0.15s IGT to each unpause compared to before)
Physics and Gameplay Changes:
Madeline now uses the ducking sprite when crouch dashing
Moved the bottom screen kill zone down 4px
Fixed a bug where wall jumps from the right side of walls could sometimes not gain the momentum of the wall
Fixed MoveBlocks giving inconsistent momentum when moving vertically and being steered horizontally
Added a grace period of 0.01s for gaining horizontal boosts off of explosions by holding the direction you will be sent in at the moment of impact. Examples of explosions are bumpers, puffer fish, and respawning seekers. 0.01s is a single frame at 100% game speed, but because explosion impacts freeze the game for 0.1s, this is effectively a 0.1s grace period.
Dash corner correction no longer applies if the corner has spikes on top of it
Dash jump-thru correction no longer applies if the jump-thru has spikes on top of it
Dash correction checks now use the hurtbox rather than the physicsbox
Dashes no longer correct below to ground with spikes
Fixed squish correction putting Madeline in the ducking state while climbing
Increased Madeline's maximum vertical squish wiggle distance so that all previously-survivable crush scenarios should still be survivable, despite the previous fix
Fixed squish correction not applying when pushed by fast-moving blocks
Chapter 9 Level Changes:
Added a spike to Singular 11
Added cracked tiles and indicators to Power Source Hub
Added spikes to Power Source 4th Key
Added a spike to Event Horizon 9
Restructured Determination 8
Shifted spikes and electricity, added a refill in Reconciliation 8
Minor Changes:
Made Ch3 Master Suite Oshiro idle conversation skippable
Keyboard icons will be used instead of Controller icons, if the keyboard was the last device used
Reduced High Resolution art asset sizes, as the game doesn't actually draw them at their full resolution. This greatly reduces asset size
Removed old Binary save file format from when the game first released
Added some visual hints to the Chapter 4 Heart
Updated to the latest version of FNA, introducing FNA3D. This means the FNA version can run DirectX on Windows and Metal on Mac
Changed the depth of the Chapter 4 white block to be behind Madeline when she enters the room
Added '--graphics [DRIVER]' and '--disable-lateswaptear' to FNA command-line arguments, which corresponds with FNA3D_FORCE_DRIVER and FNA3D_DISABLE_LATESWAPTEAR respectively
Some minor changes to 3B
Small tweaks to 7A flag 11
Updated Presented By titlecard
Implemented unused Dash Assist aim SFX
Bug Fixes:
File Renaming text now respects Photosensitive Mode
Fixed 'See Theo' cutscene in Chapter 5 repeating if you leave and re-enter the room
Fixed PICO-8 Celeste update-loop inconsistency from the original PICO-8 version
Fixed the bird in Farewell flinging you a slightly inconsistent distance after a respawn
Fixed XNA crash when moving the game window between monitors
Fixed player depth not resetting in Chapter 9 fake heart if you skip at the right time
Fixed weird bug in temple ending if you run into the eyeball while holding Theo
Fixed Up/Down input repeating bug, where certain applications would cause Celeste to think up/down were constantly being pressed
Fixed a few small respawn facing the wrong direction in Ch5 and Ch9
Fixed the Chapter Select card graphic being slightly misaligned
Fixed Button / Keyboard config menus freezing if opened during the Dash Tutorial in the Prologue
Fixed Various PICO-8 Celeste emulation bugs (thanks gonengazit for the detailed notes)
Fixed a crash if the Lookout spawns inside an Exit Block
Fixed a few missing filler rooms in Ch5 that you could see during room transitions
Fixed issue where jumpthrough platforms would show the wrong edge tile if they spawned inside solids
Fixed soft lock in Ch5 Cutscene if you save Theo with Dash Assist enabled
Fixed Credits soft lock if you have Dash Assist enabled
Fixed summit ridge section using resort-style moving wooden platforms
Fixed Dream block transition visuals getting stuck if you Skip Cutscene during it
Fixed a few small visual errors with decals
Fixed threading error with the File Slot graphic which stopped them from becoming visible in rare instances
Source
Changelog.gg summarizes and formats this update. How we read updates.
