Full notes
Full Galvanized update
Read the full published notes in a cleaner layout. The original post stays linked below.
What changed
- Gameplay
- Performance
- UI and audio
Hey all you Galv-heads out there! Today’s update is very special because it’s going to shake up the base game in two key ways:
Explosions now propel smaller enemies! Be sure to use this new kinetic power irresponsibly.
Powerups have been added to the mix! Find them tucked away in the nooks and crannies of each level to spice up your gameplay. Powerups include Rapid Fire, Instagib, Turbo, and Springboots.
If you like straight to the point bullet points more:
Reworked enemy navigation
Reworked enemy physics
Some enemies may now be knocked back by explosions
Player movement bugfixes
Various 3D rendering improvements
Added a super sampled text buffer for more readable 2D text
Added subtitles to cutscenes
Added player powerups
Wall jumping has been tuned to be more forgiving
E1M2 (Highway Level) roads now bounce the player on Easy and Medium (was previously an instakill on all difficulties)
What's Next?
Before Episode 2
Overhauled options menu
Customizable reticles (oooo)
Full rebuild of at least one Episode 1 level with our updated workflow
More environment interactables/secrets
Episode 2?!
When is episode 2? Who is episode 2? What?! We wanted to show you a little of what we've been cooking up for Episode 2, ya know, because why the hell not.
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Some screenshots straight outta trenchbroom for new Episode 2 areas that are work in progress. Level is tentatively named "Mech City" right now.
Source
Changelog.gg summarizes and formats this update. How we read updates.
