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Steam News29 December 20178y ago

Major Update: v1.1 - Patch Notes

New Additions Introducing Speedrun Mode Speedrun mode is a new game-mode for Inertia, where individual level timers are replaced with a global timer for each collection.

Full notes

Full Inertia update

Read the full published notes in a cleaner layout. The original post stays linked below.

What changed

1 fix5 additions6 changes1 removal
  • Gameplay
  • UI and audio
  • Fixes
addedIntroducing Speedrun ModeSpeedrun mode is a new game-mode for Inertia, where individual level timers are replaced with a global timer for each collection.
changedIntroducing Speedrun ModeThis mode completely disables the 'Complete' UI and walking through EndVolumes will automatically trigger the next level to start.
changedElementsZipline Zipline now takes the player's velocity into account when calculating the speed of the zipline. Zipline will now apply the correct velocity when letting go. Zipline now sweeps collision to check if anything was hit, and will let go if it was. Letting go of the zipline now applies previous velocity, meaning you fall like you should instead of falling straight down. The consistency of letting go is now far higher than v1.03. Moved Zipline achievement out of the main zipline thread, it shouldn't have been there in the first place. Added a clamp for MaxExitSpeed of Zipline, at 1200u/s.
changedElementsDeath Volume Contrary to the name, the death volume will now send players to the beginning of the level instead of killing them.
addedAudioSoundtrack no longer resets when restarting the same level, though it will change when starting a new level.
addedOptions/UIAdded Crosshair UI.

New Additions

Introducing Speedrun Mode

  • Speedrun mode is a new game-mode for Inertia, where individual level timers are replaced with a global timer for each collection.

  • The global timer is paused upon loading and resetting levels does not reset the timer (Unless it's the first level of the collection).

  • The global timer is not paused when the game is paused.

  • This mode completely disables the 'Complete' UI and walking through EndVolumes will automatically trigger the next level to start.

General improvements, implementations & fixes

Elements

  • Zipline

    • Zipline now takes the player's velocity into account when calculating the speed of the zipline.

    • Zipline will now apply the correct velocity when letting go.

    • Zipline now sweeps collision to check if anything was hit, and will let go if it was.

    • Letting go of the zipline now applies previous velocity, meaning you fall like you should instead of falling straight down.

    • The consistency of letting go is now far higher than v1.03.

    • Moved Zipline achievement out of the main zipline thread, it shouldn't have been there in the first place.

    • Added a clamp for MaxExitSpeed of Zipline, at 1200u/s.

  • Collapsing Platform

    • Default TimeUntilCollapse is now 0.3 seconds, down from 0.6 seconds.

    • Default ReactivateTime is now 0.6 seconds, down from 2.0 seconds.

  • Death Volume

    • Contrary to the name, the death volume will now send players to the beginning of the level instead of killing them.

Audio

  • Soundtrack no longer resets when restarting the same level, though it will change when starting a new level.

Options/UI

  • Added Crosshair UI.

  • Added UI option - Show/Hide Crosshair.

Input

  • 'Fast Restart' now sends player back to the beginning of the level instead of completely restarting.

  • Mouse is no longer locked to the viewport after tabbing out.

Levels

  • Level #23Classics - Changed geometry of blocking walls.
  • Level #30Classics - Fixed wallrunning on side walls.
  • Level #14Classics - Added missing Wallrun pathing.

Misc

  • Changed method of giving achievement for 'Like A Speed Demon'

  • Optimised stopwatch UIs.

If you encounter any bugs or issues, feel free to report it here: http://steamcommunity.com/app/666330/discussions/1/ Have feedback or suggestions? post them here: http://steamcommunity.com/app/666330/discussions/

Source

Steam News / 29 December 2017

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