Full notes
Full EASOAR update
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Repeated intro
Hey fellas
What changed
- Gameplay
- Store
Smaller update as most of time has been spent on implementing illustrations to cutscenes to give the game a more cinematic flare. I've added a couple as some well needed optimisation fixes.
Also some content from my newest Youtube video about Dash Upgrades.
Patch Notes:
Increased the ambience volume in the Sandpit.
Added a new type for the dialogue box.
Overhauled the introduction cutscene to the Sandpit to use a new illustration.
Overhauled the cutscene in Croissance City Part 2 which leads to Whittle Road, now has a proper buildup of Cartier.
Added a new illustration to the cutscene where Marrow first meets Mr. Basanta.
The trigger object that deletes the blizzard when entering a building will have a special case where it fades out the blizzard before deleting it.
Snow particles from Mont Blanc now change with the Nightmare hue.
Powersaw enemies now chase after the player like Saws after their host dies instead of just dying as well.
Added Powersaws that attack the player during the mid-phase Compass attack to make it more engaging. Attacks between Compass’s attacks has been slightly increased to account for this.
Compass phase 2 will have it deliberately hover above the player in an attempt to land on them.
Compass will punch more often in phase 2 of the fight.
Ctrl + D will reset all User Settings to provide a fix if your bindings are somehow messed up.
Added Sprint Button and Descent, new dash disks that can be purchased at the start of the game from Mr. Basanta.
Added Shuffle, a dash disk purchased from Market after completing Cyan Apiary as a temporary location.
Optimisation:
The Haze effect in Whittle Road and dark areas such as where Market is have been changed from a particle effect to a tiled scrolling sprite to reduce lag and increase visual consistency.
Added a transition mechanic with haze in Whittle Road to transition from grey to black when going into caves for added ambience.
Whittle Road part 1 & 2 now have this transition added.
Rain in Whittle Road is also now a tiled sprite instead of a particle system with its own transition when entering caves.
Converted the blizzard into a tiled sprite, same with the background snow object.
The game was drawing prices and comparing arrays when in menus, causing a lot of lag. Now they only check once when the menu opens instead of all the time.
Source
Changelog.gg summarizes and formats this update. How we read updates.
