In this update15
Full notes
Full Hyperstacks update
Read the full published notes in a cleaner layout. The original post stays linked below.
What changed
- Gameplay
- Server
- Fixes
- Store
- Performance
- UI and audio
Hyperstacks changes
New Features and Improvements
Level items now synchronizes with the music
Now, certain objects will react to the music by glowing, moving, growing, or doing something else, adding more energy and making levels even more exciting and lively.
Levels can now setup ambience lights
separatedly and also independently for combat mode (sky, equator and ground global lights), giving levels much more customization
New enemy kill particles
Enemy death particles now fit with the colors of the enemies
Enemy death particles are now 3D
Death particles now move in the direction of the last hit, killing enemies is muuuch more satisfying
New hit effect added for weapon attacks
- Slash effectseach melee hit landed on enemies now creates a new visual hit effect, this slash effect's color depends on the color of the weapon
Bullet hit effects, each bullet hit landed on enemies now creates a new visual hit effect, this hit effect's color depends on the color of the bullet
Throwing improvements
Throwable items now are thrown correctly and keep the inertia from the hands and player.
Increased the throw force of throwable items.
Increased the precision when throwing items.
Lowered the bounce factor of the throwable bomb
Skins table
There is a new table in the laboratory where you can change your apearance (work in progress, skins doesnt work in multiplayer, most skins are placeholder for testing)
Improved and New NPC modules in level editor
Module objects for npcs have been redesigned a bit for making them smaller and easier to use
Now npc module outputs will output a single sort energy shot instead of remaining active
Now active working modules shows an indicatior for easier tracking of working modules
Movement module (Changes)
Easing option: enable or disable the easing of the movement in the spline for NPCs
Now has different rotation settings:
None, doesnt rotate the NPC
Displacement direction, Looks at the direction of the displacement
Only Y axis, looks at the direction of the displacement but only in the vertical axis
Animation Module (New)
For playing NPC animations (only if they have (Lobb-e doesnt have animations yet))
Look At Module (New)
Created for exclusive look at interactions with the following options:
- View targetyou can set a point in the world, a fixed direction or the player head for making those npcs look at you
Rotation modes:
Continuous: makes the character move their head to look at the target, they can move the body too if they need until stopped
Single: pose the whole character for be looking straight to that target in a single shot, not continuous, it rotates the whole npc Holder
Skate and Skate Goal items now are available
they were hidden, now are available for public use. these items will be improved in the future, in the meanwhile you can use them now, in the future there will be reactive skate checkpoints for forcing the player to go trough defined paths that reacts when you pass them
Added a slight coyote jump to the Skate, for making jumps in edges easier
In order to unequip the skate you need to cross the Skate Goal with it
New level editor skybox
No more eyebleed from the old anoying super bright sky and better outside levels :)
New skybox now adapts its color to the color of the walls making it even better as the enviroment sky color also changes when in combat
New Level editor music
Now the level editor has a total of 3 musics, you may randomly hear the new one while creating levels
Greenlink features and improvements
Now hidden greenlink cables can get energized so you can track better how your mechanisms works even if they are set as hidden
Logic gates have been redesigned for better understanding and making them smaller
Repeater can be configured better now, they have different predefined velocities, and an advanced mode for setting custom waiting times
Energized links now also grow a bit for better visual feedback
Repeaters now are smoother visually, they will also receive a visual improvement soon
Removed dark coins
Dark coins were a feature that caused confusion and added unnecessary complexity to the currency system. The dark coins were originally added to signify coins without value, but we realized it's easier to understand the system without them.
Improved the sucction power for floating loot
making far loot (coins,hearts) to come faster to you when raising your hand
Other changes
Now when in the tutorial you can just leave it by returning to the lobby (Tutorial will still loading each time you start the game, so we recommend to complete it so it doesnt appears anymore)
Modified the grab origin of the hands, previously you had to grab with the fingers almost, now the grabbing point is closer to the palms
Added collisions to the floor of that multiplayer spawn place in the lobby
modified the basic model of the base skin of the hand now with 3D fingers
Provisional Campaign Mode buttons have been redesigned for fitting better the coming actual campaign levels menu
Moved the clock in the menu for better fit of longer version names
Green block doors have been redesigned to be simpler and smoother
Bug fixes
Adjusted Timed Trigger targets to wait properly when shooting during an active waiting period
Resolved issues with Greenlink causing links to disappear when removing a single node after reloading a level
Fixed cases where Greenlink nodes were arranged incorrectly after reloading
Corrected not appearing death particle effects on Toaster enemy (or how users call it "That-enemy-that-looks-like-if-a-cat-and-a-toaster-got-a-baby")
Addressed Combat Knockback resistances in enemies, which were not being utilized at all
Fixed knockback forces that were being applied multiple times per hit, causing enemies to be propelled too far
Balanced knockback forces for hands' punches and slaps, as well as other knockback forces in the game
Resolved a memory leak associated with Greenlink, improving game performance in Greenlink levels and reducing lag spikes
Fixed an error that prioritized loading user-created levels over built-in levels by name
Corrected a visual bug that delayed the player replay ghost, resulting in inaccurate time measurements
Fixed issues with "Retry" and "Restart Level" buttons not appearing in built-in levels
Corrected hand rotations in the login scene
Resolved an issue that caused subtitles to not look at you properly during the editing of NPC dialogs in the editor.
Fixed an issue with animated shaders on standalone devices that caused degradation of their quality over time.
Fixed normals from walls, so now global ilumination works better, and pixel lighting on PC seems better (you can enable pixel light on Quest but its not recommended for performance)
Fixed a problem with the combat color selection not updating level colors in real time
Fixed a problem with some haptics in YVR
Also a lot of small optimizations were made so you can expect a performance improvement in the game
New features that are hidden until release
New npcs added to the level editor
Owven
Marylink
Jumperine
Snob
Player Properties editor item
Modified player properties block movement option so movement is only blocked while receiving energy
Removed the stop input as it is not used anymore
Made smaller and simpler
New music
The new musics can only be set by developers in the meanwhile until this version fully releases, as they are for highlighting the campaign levels
4 new environment musics and 4 Combat musics
New Campaign levels
There is a whole new Campaign levels selection menu featuring 21 scripted levels with npcs and new features really well integrated to demonstrate the power of the level editor
In progress
New smaller level data format for easy authoring and even smaller files
Lobby Quests (campaign also)
in-lobby missions that will be appearing during the campaign that you have to complete in order to progress on it
Skins visible in experimental multiplayer
BPMReactionActivator
A new Greenlink object that emits energy reacting to the music for synchronizing your mechanisms to the music
Skate reactive checkpoints for reactive paths
Additionally, Previous unpublished pach notes
Patch notes 0.11.1
New items
Added Button
Added Static green laser
Performance Improvements (Quest Standalone Only)
Hyperstacks now uses Vulkan making the game much more performant, we will still increasing the performance overtime, using ASW (Application space warp) in the coming updates, making the game so performant that may even be able to use PC Graphics wasting less resources and battery now currently most 120hz levels can work with the graphics quality set at "Medium" which uses Bloom/Glow anyways we recommend still using "Low" on Quest for now more performance improvements soon
Gameplay changes and improvements
Tracks precision has been improved an optimized, now rails will not let the objects scape on the sides when the speed is too fast, in fact now there is no limit on speed and it wont break.
When track points are close the moving objects will not vibrate anymore.
Added new moving modes to Tracks, now the modes are Ping-Pong(the earlier default mode), Warp and Clamp(The new default mode)
Toaster-cat enemy bullets now bounce once making it a little bit more challenging
Grenade bounce restitution lowered from 1 to 0.8 it should bounce a bit less now
Visual and Sound changes
Now "High" graphic settings enables the outlines and the pixel lights on Quest (We dont recommend using this optionyet* due to battery and performance impacts)*
All Lasers hit particles are now the same size
Laser hit particles are now tinted of the color of the laser
Configurator line of the level editor has been simplified
Lowered default music volume from 70% to 60%
Bug Fixes
Fixed a bug that made lights dissapear when setting graphics quality to High
Now the track uses their speed as multiplicative value, earlier, they were just overriding its speed using the motor's speed,
Fixed a performance problem when removing items from Tracks
fixed pushable blocks so they do not overlap anymore
Fixed a bug with the moving tracks that made them be active always when having repeaters or any other non-motor items inactive
Fixed a bug where sometimes objects in moving tracks stops randomly when reaching a side
Green Link lines are not affected by light anymore
Fixed a bug where grabbing the balls of the zip lines the player might fall
Fixed a bug where Light bridge remains unusable after turning it on out of the level
Fixed a bug that let you destroy the look point of the look trigger item
Breaking changes
Activators code needed a refactor, thus this all Green trigger targets(the ones you need to hit to activate) are broken in old levels, they will still working but they will lose their configuration state, for example time or mode anyways levels were not using to much these configurations for shootable triggers, but we may try to bring back compatibility again if this cause too much problem, meanwhile the new ones will still being configurable without problems
Source
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