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Steam News16 October 20241y ago

Version 1.0.11

Tower of Destiny room changes: High Security: Added signpost explaining wire inspection Mechanic changes: Toggle switches now hold pressure plates if dropped onto them Same-room waypoint travel is now permitted to locat

Full notes

Full Leaf's Odyssey update

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

What changed

18 fixes12 additions8 changes1 removal
  • Security
  • UI and audio
  • Gameplay
  • Fixes
  • Performance
  • Balance
addedHigh Security: Added signpost explaining wire inspection
changedInterface:
addedAdded Marks and Notes section to pause menu, allowing notetaking for the current room, and a mechanism for marking a monster or tile with a persistent colored icon
addedAdded alphabetical identifiers to statue rubble, toggle switches, and keys
addedAdded "Set Checkpoint" option in pause menu; when used, room reset will return to the checkpoint state before returning to the room's initial state
changedIncreased width of room time graph

Leaf's Odyssey changes

addedHigh Security: Added signpost explaining wire inspection
changedInterface:
addedAdded Marks and Notes section to pause menu, allowing notetaking for the current room, and a mechanism for marking a monster or tile with a persistent colored icon
addedAdded alphabetical identifiers to statue rubble, toggle switches, and keys
addedAdded "Set Checkpoint" option in pause menu; when used, room reset will return to the checkpoint state before returning to the room's initial state

Tower of Destiny room changes:

  • High SecurityAdded signpost explaining wire inspection

Mechanic changes:

  • Toggle switches now hold pressure plates if dropped onto them

  • Same-room waypoint travel is now permitted to locations where a monster is carrying statue rubble

Interface:

  • Added Marks and Notes section to pause menu, allowing notetaking for the current room, and a mechanism for marking a monster or tile with a persistent colored icon

  • Added alphabetical identifiers to statue rubble, toggle switches, and keys

  • Added "Set Checkpoint" option in pause menu; when used, room reset will return to the checkpoint state before returning to the room's initial state

  • Game-end summary screen now keeps the same room highlighted when changing graph types

  • Clicking to change graph type or shown room in game-end summary graph now sets keyboard focus to that item

  • Increased width of room time graph

  • Added logarithmic scale option to room time graph

  • Rooms with keys now show only the corresponding key color on their minimap icon, cycling colors if multiple key types are present

  • Rooms with locked doors now show a lock icon on the minimap in the appropriate color(s)

  • Minimap now shows an icon for rooms with inactive waypoints

  • Inspecting a tile with a one-way ladder target shadow on it now shows the ladder shadow in the tooltip

  • Waypoint menu now shows slightly different colors for waypoints in other rooms when cross-room travel is not possible

  • When a replay exits the room unexpectedly, instead of exiting replay mode entirely, playback halts and a message is shown

  • When showing room initial state in the current room, if Leaf's entry point is show, waypoints are now drawn in the activation state they were in at room entry

Bugfix:

  • Stacks are now shown on the minimap as the color of their top item

  • Fixed alphabetical monster identifiers to be able to count past ZZ

  • Fixed edge case that caused statues not to remove poison trail if they die to an explosion on the turn they walk into poison

  • Fixed memory error that could occasionally cause crashes when moving a selection in the editor

  • Fixed room replay rapidly skipping turns in some cases when switching from real time to constant speed playback

  • Fixed being able to repeatedly activate goal star by holding a wait input

  • Previewing a room no longer causes the sidebar move count to show a value of 0

  • Fixed several incorrectly handled edge cases when previewing rooms or interacting with the replay system while viewing the game-end summary screen

  • Fixed possible save data inconsistency when exiting single room mode via waypoint travel

  • Fixed an edge case causing incorrect sorting of rooms by clear order on game-end summary screen

  • Fixed inconsistent mouse click detection on game-end summary screen

  • Fixed room initial state not drawing Leaf's entry position in a newly-cleared-but-not-exited room

Graphical:

  • Added bomb bug fleeing animation

  • Changed wiring highlight colors. Lines from affected mechanisms to the switches that controls them are now a more distinct color from lines going in the other direction.

  • Mechanisms wired to their own tile now show a unique symbol when moused over

  • Fixed off-by-one-pixel issues with wiring overlays

  • Fixed incorrect auto-tile priority for hot coals northward protrusion, which caused it to show up on top of walls

  • Added auto-tile rounded corner transitions between space and other tiles

  • Fixed some incomplete auto-tile corner transitions between sky/cloud and other tiles

  • Added animations for toggle doors/floors that both open and close on the same turn

  • Reverted a change from 1.0.10 that made keys invisible while over pits, despite still existing; keys now remain visible and floating

  • Added an animation for attempting to travel to a blocked waypoint

  • Added highlight to waypoint menu to show the exact location being traveled to, in case of multiple waypoints close to each other making the center hard to distinguish

  • Added extra highlight around the current item in game-end summary room time graph

  • Mechanism wiring overlays are now drawn on top of all target tile highlights, instead of being inconsistently intermixed

Audio:

  • Fixed reset sound playing at double volume when using the room reset button during replay playback

  • Fixed win game sound playing at very high volume when restoring to the end of a replay that steps on the goal star

Editor:

  • Fixed incorrect displayed player elevation when choosing a start position on top of a tile stack

  • Fixed being able to place the player start position out of bounds when testing a room with sidebar layout set to put room title on the bottom

  • When placing pit trapdoors, the surrounding floor tiles are examined for an appropriate pit type to put underneath instead of always defaulting to pit

Journal:

  • Added entry for angry eye dying on poison

Controls:

  • Adjusted gamepad analog trigger sensitivity, requiring much more pressure on triggers to activate actions, in order to reduce accidental presses

Source

Steam News / 16 October 2024

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