In this update15
Full notes
Full Cloak and Dasher update
Read the full published notes in a cleaner layout. The original post stays linked below.
What changed
- Gameplay
- Maps
- UI and audio
- Security
- Balance
- Store
Cloak and Dasher changes
Changelog
Major Changes
Cloak's Terminal Velocity has been lowered by almost half. This will cause Cloak to stop increasing speed as they fall after a few seconds, leading to a slower overall fall speed over time.
Adjusted the sprite position for certain ascending/descending sprites on Cloak to make them line up better with their actual hitbox. This should help make things feel more visually consistent.
All Crumble Bricks now have their terrain hitbox removed a bit earlier, to match the visuals of the brick being mostly gone. Feels better to me... how's it feel to you?
Minor Changes
Various controller button names have been replaced with shorter ones. (e.g. "Left/Right Trigger" is now "LT" and "RT" respectively.
Removed the obscuring of non-unlocked level names. Seems pointless.
Box tiles in the dungeon area are now much brighter, helping them appear as terrain instead of appearing to be background.
Can now use Left/Right for all diagonal menu controls as well as Up/Down.
Map Changes
Dash The Gap
Moved the gem in an effort to prevent new players from accidentally touching the door when failing to reach it. As a bonus, it's now set above the enemy you dash into, which I'm hoping will help teach players that you bounce straight upward on enemies if you aren't pressing Forward.
Snatch The Key!
Moved the gem in an effort to prevent new players from accidentally touching the door when failing to reach it. Placed in a position where the key's double jump will help you get it, but left a little ledge so newer players can still reach it without the double jump.
The Box Hop
Removed the point orb above the 2nd gooncopter. Seems gratuitous.
Lowered the 2nd gem to have players (hopefully) dash into the 2nd gooncopter.
Added diagonal spikes to make things look better.
Cross Stitch
Cleaned up the spikes a bit.
Unstable Ceiling
Moved some of the point orbs around to make things a bit easier for the player.
Moved the Massive point orb in the top right down a bit to prevent players from being able to go through it. (Yes, that means you Kadef...) That said, I kept the ability to slip it underneath the bottom point orb. I figure it's hard enough to do.
The Floor Is Lava
Expanded the gap of the point orbs at the start.
Added some diagonal spikes.
Dodge and Dig (Formerly Dig Around)
This map is largely just unliked. I've modified the level to intead be based on arrow dodging while needing to trigger a single crumble block.
Spiky Fists
Cleaned up the spikes a bit around the map.
Added a spring to the middle area, instead of having the player climb up spikes.
New Security Measures
Slightly lowered the rate of fire for some arrow traps.
In A Daze
Replaced the bottom part. Wasn't liking the janky feeling of hitting your head and trying to get across. Now it's more about getting across spike gaps.
Right Above Your Nose
Slightly lowered the fire rate of all the arrow traps.
Shifted the springs on the upper right down a slight bit, allowing them to be reachable immediatly after getting the gem in the arrow traps.
The Guard Dogs
Reworked slightly to allow players to destroy the Shieldfaces along the way. The idea is to let players choose between fighting them ahead of time, or fighting them now.
Removed the patrooligans at the top area to reduce the chaos a bit.
The Spike Pits
Slightly lowered the fire rate on the bottom arrow traps.
Stairway To Riches
Removed two of the gems, making it easier to 100% this one.
Air Traffic Control
Widened the gap of the point orbs a bit. Should make it easier to do the 100% path.
Raised the back end patrooligan to make it easier to reach the upper patrooligans.
Some cosmetic changes to the spikes below.
Shieldface On Patrol
Heavily redesigned the top right area to add a bit more to the level. Can no longer go straight to the exit door, must go underground now.
Modified the bottom area to be a bit less cramped.
Over The Hump
Raised the floor a bit so you can get up the first hump without needing to get up the first tile.
Removed the spikes that are no longer needed.
Bridge of Goon
Raised the ceiling above the the bridge a bit.
Shieldface Gorge
Extended the edges of the "safe zone" a bit to help encourage players to dash into it instead of jumping into it.
Replaced the Point Orbs above the safe zone with spikes.
Slightly moved the spring over to the left a bit to let the Shieldfaces make it over the new spikes.
Hallway of Arrows
Opened up the right side a bit more for the spring up.
The Second Time Around
Made the ceiling a bit heigher above the key.
Tightened up the space you fall to reach the gems, ensuring while you fall you'll get the gems.
Boxed In
Removed the gooncopter, it's no longer needed.
Modified the right side of the map to no longer have crumble bricks, instead put a small point orb in the middle of one of the blocks that must be avoid on the way down.
Slightly shifted the Shieldface at the end to the left, giving the player more room to slip through them if they wish.
Shifted the point orbs to help the player a bit.
Over Your Head
Basically a full redesign.
Note: Will probably rename this level in the near future, since the name doesn't make sense anymore...
Somewhere Above The Rainbow
Moved the lower key up a bit.
Added an extra gooncopter on the right side.
Made the upper key area a bit larger.
The Under Over
Cleaned up the spikes quite a bit.
Removed one of the gems on the left side.
Removed one of the gooncopters that helps you get to the gems at the start.
Shifted the gooncopters in the upper area to make it easier to chain them.
The Over Under
Opened up the gaps in the small point orbs.
Excel-eration
Some cosmetic changes to spikes.
The Key Alcove
Modified the upper area to be fully spike based instead of Point Orbs.
Greatly opened the upper area up.
Tight Corridors
Modified the final gooncopter stomp section to give you much more space to play with, and to prevent you from hitting the ceiling spikes.
Perilous Pits
Made the pit on the right lower.
Reshaped the upper area to not require the dash grace mechanic to get in there.
Placed the upper arrow shooters on the right side and set them to fire at the same time.
Pillars of the Community
Heavily modified the pathing to be a bit easier.
Less spikes in some areas.
Removed some no longer needed Gooncopters.
Added an extra Gooncopter to the right side.
Gnats in the Garden
Tons of changes to help widen everything and make it a fair bit easier.
All Roads Lead To Treasure
Reworked the bottom area a bit.
Slowed the arrow rates.
Bridge of Keys
Raised the ceilings a bit along the "bridge".
Lowered the fire rate on the arrows just a bit.
Hallway of Arrows
Opened up the right side a bit more for the spring up.
Added a slight delay to the arrows shooting at the start, giving the player a bit of time to drop down safely at the start.
Added another tile of open space after the dash at the end 100% route.
Fly to the Finish
Made the starting platform solid, giving players to evaluate the situation.
Shifted the small point orb above the lowest key up a bit to make it a bit easier to grab.
Shifted the small point orb on the top right down a bit to make getting the gem a bit easier.
Soaring Past the Spikes
Removed most of the arrow traps. It felt too hard to time, and not fun. Instead I've replaced the challenge with point orbs above the keys, making climbing a bit trickier.
Placed the arrow traps on the right side above pointing down at the gem instead.
Valley of Thorns
Made the 100% route much wider.
Order of Operations
Replaced some of the Massive Point Orbs with Large Ones.
Cleaned up the spikes a bit.
Lowered the hump at the end that leads to the door.
Boxed Out
Complete rework of the bottom area.
Removed the spikes on the ceilings of the middle area.
Ruler of the Mountain
Modified the lower area to be easier to get out of/into.
Removed the arrow trap from the top right.
Added more thorns all over the place.
Bug Fixes
- MAJORFixed bug in Marathon mode that would hard lock the game if you tried to go to Next Chapter despite there not being one to go to. (Thanks Amber!)
- MAJORFixed bug where Marathon stats would not update the proper chapter you're on if "Next Chapter" was chosen.
Source
Changelog.gg summarizes and formats this update. How we read updates.
