In this update3
Full notes
Full Cyberpulse update
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What changed
- Gameplay
- UI and audio
- Fixes
Cyberpulse changes
The two-player campaign experience has received a few key improvements along with a grab bag of other fixes:
Co-Op Improvements
The camera is now 9% higher whenever you are playing co-op to help avoid gameplay feeling too herky-jerky.
The camera also has 250% more zoom padding when you move to opposite edges so each player can see far enough ahead and never gets covered by the HUD.
The sector Cubism now has better power-up placement with two players.
The sector Boolean now has easier score goals, primarily for co-op but it applies to single player as well.
Endgame bosses have had their shields fixed for co-op.
Visual Balancing
Boss limbs now put out dimmer bytes when they explode. This helps a lot with visibility when taking down bosses, especially those against reddish color schemes!
Bytes are now generally 3% dimmer to help refine gameplay clarity.
Bugfixes
The rival score in the bottom right has been fixed to correctly load on small leaderboards.
A boss that wields sabers has had one of his revenge patterns fixed after it was spinning too fast.
A tiny bit more padding adding to the pathing of jelly enemies to help them avoid getting stuck in tight corners.
Fixed potential looping sound effect when a Titan was killed by a player with the Invincibility power-up.
The splash screen now loads in dimmer initially due to recent changes with the game engine. Upon regular booting up (without the opening cut scene) you'll notice it now flashes brighter before the start screen comes in.
Thank you everyone for playing Cyberpulse!
Source
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