Full notes
Full Eye, caramba! update
Read the full published notes in a cleaner layout. The original post stays linked below.
What changed
- Gameplay
- Balance
- UI and audio
Added 25 new levels.
Updated levels 0011, 0013, 0015, 0016, 0019, 0020, 0021, 0022, 0024, 0025, 0029, 0030, 0035, 0042, 0043, 0044, 0045, 0047, 0049, 0052, 0054, 0056, 0057, 0058, 0059, 0062, 0064, 0066, 0069, 0071, 0075, 0076, 0078, 0079, 0083, 0088, 0092, 0097. They should be easier now.
Updated many backgrounds.
Added new achievements.
Overhauled save system. Now every level has its own save file. When you click on a level you will have options such as loading a save file (if there is one), restarting the level, or viewing the solved puzzle if it has been beaten before. The game saves automatically after every move.
Added optional fade screen with customizable duration.
Added volume ducking options. You can disable ducking completely by setting both threshold and ratio to 1.
Added restart level button to the main menu.
When you finish a level, you can now choose between playing a random level or the next one. Playing a random level is still the preferred option. There are also similar buttons in the main menu.
Completely reworked the “Help” page.
Playing victory melodies is now optional.
If you drag a block to an empty space and release it, it will return and lock if it was already in the correct position (if the auto-locking option is on).
Added Steam rich presence.
Fixed the cursor wasn't scaling with the UI scale.
The game now attempts to calculate an appropriate UI scale, unless the user sets it manually.
The game now attempts to use the language of the user's OS, unless the user selects another language manually.
Improved menus color generation.
Added many languages. If your language isn't there, you can help translating the game here.
Other various fixes and improvements.
Source
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