Full notes
Full Ilamentia update
Read the full published notes in a cleaner layout. The original post stays linked below.
What changed
- Gameplay
- Balance
- UI and audio
Bit of a continuation of the Cleansing update. Thanks for all the feedback! :]
The Vortex and Undersway levels have been swapped for the 2 Graveyard levels of Fade and Puppet (which have had some changes listed below to make them worthy of an island place).
//general changes - Island 2 theme screen effect: The glitch effect is now reduced depending on how close you are to beating the room. - Island 6 theme screen effect: The pixilation effect is now reduced depending on how close you are to beating the room.
//other room changes - Fade: The level layout has had some redesigns (so it's quicker and more interesting). The level layout now flips when a Soul is triggered (makes choosing a path a bit more interesting). - Puppet: The level layout has had some redesigns (so it's quicker and a lot less leaps of faith). - Planes: There's now an extra plane but the room now starts with two less with each Soul trigger now increasing the planes by 1 (to add some variety). The Souls are now always visible and safe platforms have been added next to them (so you can plan ahead). - Silence: Its hints are now more cryptic (since it pretty much just said the solution). - Order: The Soul/Phasm platform runes are now randomly chosen from 3 runes (instead of 5 so it's easier to notice the pattern). Moving onto the small platforms will now teleport you to the other side. - View: The max speed you go up/down has been increased (so you don't have to wait as long to reach the platforms). - Grinder: A Soul block now can't be shot in a direction that has a block behind it (adds more of a puzzle element). You now can't shoot if you're currently in the air (so jumping is just for planning ahead). - Presence: Souls will now show when Phasms are close to them (in the same way the platforms work). - Journey: The Sigil blocks now save their icon when changed (so you can freely go in an out of the room without them resetting). - Obsess: There's now more decorative pillars (so easier to navigate). - Boast: The Score Attack entry Soul has been moved a bit closer (so will always see if you do a big jump off the island). - Seeker/Graveyard/Boast: The map now shows the current island as red (to better signify where you currently are).
//bug fixes - Room Selection: If the Graveyard/Boast room names were active and you shot an Island then the names would remain active. - Boast: It didn't have a "solution outside this room" hint. - Found/Seeker: When beating the room and entering the Room Selection you would look in the wrong direction. - Vibe: The edge of the central Sigil textures were being cut off. The level exit floor texture wasn't showing the central Sigil texture through it. - Order: The small platforms had the wrong colour texture. - Undersway: When entering the level exit it was flipping the camera back to normal. - Journey: The second room Hint was incorrect. The Glade icon texture had an unwanted line. The Nocturnal icon texture was the wrong colour.
Source
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