Full notes
Full Cloudbuilt update
Read the full published notes in a cleaner layout. The original post stays linked below.
What changed
- Performance
- Workshop
- Events
- UI and audio
- Store
- Fixes
I know, I said in the last patch that it would be the final patch for now, but I was wrong. ːcbhunterː This patch however is a bit more limited in scope, mostly addressing bugs and stability of the level editor.
This patch started as I was working on a community level, noticing a few small issues. It then grew a bit from these initial issues and includes some fixes for the main game as well. Mostly becauseI was watching a few Cloudbuilt streams as I was working on the patch, and just found some new bugs or things to address. (Special thanks to everyone who streams or shares videos of the game!) Also, with this patch I am also patching the Metroidvania custom level I made way back. It is now significantly updated, and also works to demonstrate a lot of the more recent features in the editor. It's now longer, more decorated, and has more proper bosses, multi stage boss fights, monster closets and other more “scripted events” like things. The Level Workshop Page
One more thing, before going into the patch list. The unlock criteria for some extra levels in the main game, like the remix and battle challenge levels have been adjusted again. These levels will now unlock even later in the progression, as it seems they easily created distractions from the main game before. They are intended as extra content, so when they unlock early on, players are still not 100% sure on the game's progression, it ends up being confusing. Along with this change some levels' difficulty rating was also adjusted to more properly indicate what to expect.
Now, without further ado, here is the patch list:
Visuals & Audio
Triplanar projected material now has better hatching. The precision error resulting in pixelated artifacts when at large scale is removed.
Water effects are tweaked to not disappear as much with distance, and move a bit better and maintain visibility.
Damage gates have tweaked material, to be more visually distinct from the shield doors, to not just rely on the colors. (Easier to see the difference in motion)
Generators now have an impact sound from bullets, and a sound when they are destroyed which they didn’t have at all before.
When you try to grab onto a wall but fall too fast to get a grip, there is now dust being thrown out from the wall, to make that state a little more impactful.
Bugs
Checkpoint UI could in some cases be visible when it should not, which should happen less often now.
Subtitles could still desync when in the room and listening to story, and accessing the skin menu.
The audio channel used for story clips is now forced to be the VO channel, as there was a bug where it could end up on an undefined channel before. Making the audio settings not take effect as it should.
Picking up a checkpoint had a new bug where it could be picked up multiple times. That recently introduced bug is now fixed.
Fixed a bug with the story screen in the room, where it would not play the audio as expected.
Editor & Custom Levels
New variations of assets were added. Including a bunch of new colored light flares that can be placed in levels for communicating info, or just look interesting. New shield door assets that are using a concrete block like appearance has been added, so if someone wants to create a breakable door that
Source
Changelog.gg summarizes and formats this update. How we read updates.
