Full notes
Full Leaf's Odyssey update
Read the full published notes in a cleaner layout. The original post stays linked below.
What changed
- Security
- UI and audio
- Gameplay
- Fixes
- Performance
- Balance
Leaf's Odyssey changes
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
Changelog.gg summarizes and formats this update. How we read updates.
