Full notes
Full Harlow update
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What changed
- Gameplay
- Fixes
- Performance
- UI and audio
Harlow changes
Harlow no longer flickers when respawning.
The rotating object in Level 17 now recharges your jumps, making that segment significantly easier and less frustrating.
2 pipe support beams in Level 5 now appropriately recharge your jumps.
2 objects in a vertical key-slot in Level 30 are now the correct color.
Level 18's roller-key now requires a full placement in the slot before unlocking. In level 35, the area with 2 vertical lava pipes in a cave has had a fix applied to no longer rely on the moving block platforms. These lava pipes are now on a timer to create pockets of safety, and have minor updates to visuals.
A few sprites have been adjusted to fix very minor gaps in geometry, partially related to ultrawide screens.
The size of the aiming indicator in Level 33 is no longer the wrong size.
Adjusted the placement of some of the party supplies to align better.
Fixed a bug in the main menu related to Harlow's face not detecting a controller, and producing a bunch of error garbage behind the scenes.
Fixed an issue with rendering some of the ground geometry unnecessarily overlapping itself with multiple render passes in some areas.
Fixed a bug related to music sometimes having a weird clipping/hiccup when respawning. Made the secret QR code brighter and a little easier to activate.
Removed a bunch of misc out-of-bounds objects that didn't need to exist, throughout a variety of levels.
Made improvements to Performance Mode, to remove raycast-based lanterns, and instead use static sprites. This is aimed specifically at Mac performance struggling with physics. Found a few more opportunities to compress certain sprites to reduce the impact of background art layers.
Better-optimized and formatted all the music & SFX in the game. This should result in around 20% more efficient audio, and 10% smaller game size.
Made a few adjustments to sprite & LUT packing in general to hopefully run better across the board, with imperceptible visual changes. Optimized a few of the more expensive post-processing to run more efficiently without impacting the end-visuals.
Fixed an issue relating to compression settings generating garbage during build. Large hanging crane structures now bounce and sway appropriately.
Visual elements in Level 33 were adjusted to be better aligned.
Changed 12 Steam Achievements, replacing some of the obscure / hard-to-earn achievements for the various endings, and instead replaced them with gameplay-related milestones, like jumping 1000 times, or completing certain levels without dying.
The updated Steam achievements should retroactively grant based on existing gameplay stats. Some will grant at the main menu, while others will grant when certain gameplay data gets loaded in during levels or the mothership.
Source
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