In this update2
Full notes
Full Little Nemo and the Guardians of Slumberland update
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What changed
- Fixes
- Performance
- Gameplay
- Maps
- UI and audio
- Server
Little Nemo and the Guardians of Slumberland changes
For this patch, I spent some time digging into some of the more complicated issues that needed to get fixed. This is all bug fixes and small tweaks. I think this should fix the most pressing issues present.
Bug Fixes
The issue causing camera colliders to sometimes disappear in some areas allowing us to see or even escape into adjacent rooms we shouldn't be able to has been fixed. This fix also resulted in correcting some other bugs in the dynamic world loading logic, which has a small positive impact on performance as well.
Fixed a crash (or other unexpected behaviors) that could occur while loading in a room with a key that had already been used. This issue was causing very reproducible crashes when traversing specific areas. Thank you to everyone that helped submit data to find the source of the problem.
Fixed a crash that could occur while exiting the game. This obviously isn't super impactful since the game was already exiting, but it does help ensure there are clean player logs for spotting other issues.
Fixed an issue with Silas if somehow the condition for spawning the camera quest item you need was never set to true, it will re-run that dialogue to try to spawn it again.
Fixed a secret tunnel in Mushroom Marsh that would sometimes be stuck closed upon returning.
Fixed a corner where in the Palace Tower skybridge where the camera could lose Nemo (leading to Nemo falling through the world until you wound up stuck in a black area falling forever).
Fixed an issue where using the Grapple Yo-Yo would sometimes cause very peculiar behavior when trying to attach to a grapple ring.
Fixed a bug that would cause the camera to get stuck in locked dolly mode if you collided with terrain while swinging with the Grapple Yo-Yo.
Fixed an issue causing Blue Moons to get double counted when collected with your Moon Meter completely full (this could trigger getting fast travel unlocked early, but the Blue Moon count would correct itself after reloading).
Flip should now be much better about appearing in Nightlight City to remind you not to forget the camera (previously she would often fail to appear when you didn't have your camera, or appear when you did have the camera).
Fixed some issues with Boo-Hoos (the masked owl ghosts which haunt some carryable items). Previously they would sometimes not spawn as intended. Additionally, you could destroy them prematurely by despawning their haunted item. Both issues have been fixed.
Fixed a secret passageway in the final domain getting stuck closed when revisiting it after opening it previously.
Fixed a bug causing playtimes to display incorrectly if the playtime exceeded 24 hours.
Typos and other Small tweaks
Fixed the Powerline to the Professor delivering the wrong line to players that had finished the main story and were hunting for all of the secrets to achieve 100% (this line was intended to help drive players to reach the true ending, but would be delivered erroneously even after it had already been achieved).
Fixed a missing line of dialogue in some of Panda Tuxpin's lore about Bon-Bon.
Fixed a missing line of dialogue Panda Tuxpin's story about the Flip Theory.
Fixed a small syntax error in one of Panda Tuxpin's stories about a dreamer.
Fixed a misspelling of 'Poppy' as 'Popppy'.
Fixed typo in Panda Tuxpin's Haunted Hollow lore.
Known Issues
There are still some issues I'm trying to track down and tackle, but the known issues here are either difficult to track down and will take more time, or are simply less impactful and so I'm going to deprioritize in the next patch to focus on Planned Work.
Steam Deck performance improved a bit from some of the bug fixing, but could still use optimizations to the world loading logic to prevent frame dips while loading in the world around the player.
Some players are reporting issues that appear to be an issue with the game getting the permissions needed for the save files, which results in the game hanging for some time before it corrects itself. This one is very difficult to replicate on my hardware, so if you're seeing this issue, please report it in the Discord server or Steam community forums!
Bon-Bon dialogue sounds as if her house is advanced to the next step after you donate candy, even though it won't actually advance until you leave and come back.
Bon-Bon's secret dialogue about her amulet is slightly incorrect/out of date in some scenarios.
The Knightmare Armor boss can be soft-locked if one of its gems gets released into a wall.
The …? minimap icon sometimes remains in place after exploring a room and renders on top of the room.
Sometimes when going through a camera transition, the camera will clip through a camera collider and peek into an adjacent screen. This is similar to the bug that was fixed in this patch, but importantly the camera collider is actually there, so Nemo can't escape and if the camera comes back fully into the room that it should be in, it won't escape again.
Planned Work
I will need to continue with bug hunting, but I hope that I've handled the worst offenders, and will move on to finishing up with some of the planned features:
Steam Achievements
In-Game Music Player
Source
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