Full notes
Full Magnetta update
Read the full published notes in a cleaner layout. The original post stays linked below.
What changed
- Gameplay
- Maps
- Balance
- UI and audio
- Server
- Fixes
Magnetta changes
Our second major update to Magnetta is here! This update brings unique effects to bosses based on the players weapon type, general boss fight improvements, as well as a long list of visual updates, bug fixes, and overall polish. Magnetta 1.2 Full Patch Notes:
Added unique weapon effects to bosses. Try out different weapons on different bosses to discover the new effects
Added 5 new Challenge Maps
Added new cheat code to give magnetta an extra boost
Added new animation details to the Chemical level
Added new visual fixes and details to the Slime and Aether1 levels
Added teleportal particle effect, animation overlay, and travel particles to player dropped teleportals
Added LEVEL CLEAR 100% message on collecting the last collectible in a level
Added 'Collected First Curcuit' pop up message explaining circuits and their use
Added damage count visual feedback to bosses taking damage
Added Big enemy explosion effect and added to deaths of larger enemies
Added power down sound effect to negating magnetic bosses fields
Added shoot/whoosh/magnetic pulse sounds to any bosses firing a bullet/bomb/pulse without a sound
Added missing menu tick sounds for navigating UI (Extras screen, Save/Load, and Challenges)
Added grapple sound effect to factory boss
Added sound effect to factory boss and cart bomber bomb explosion
Added names for Challenge Maps
Updated visuals of Menu and UI borders
Updated level select song to new version
Changed names of difficulties to Normal and Hard on title and save/load screens and made default selection Normal
Made slimed enemies count as solid collision for bullets
Made weapon energy refill on death in Normal mode
Made timed holo platforms not reappear if player is inside them
Made crashing minecart through checkpoint orb shatter it
Made going between section 1 and 2 in Aether1 go through palette fade sheets instead of instantly switching
Made Aether3 stop and laugh between attacks after damaging the player in phase 1
Made player invincible to chem drips when in holo state
Made drill do extra damage to launch boss
Made colliding with a masher while grappled cause the player to disconnect from grapple
Made Magnetta exit slide pose on boss door close
Made enemies not drop powerups in challenge maps
Increased Chem Bullet damage to all Razkoi type enemies
Increased area over which explosions occur for Aether2 boss death sequence to match enemies size better
Increased factory boss bomb damage radius by 50%
Fixed splash effects occuring outside of the region of water
Fixed issues with grapple and drill not effecting bosses
Fixed magnetic pulses showing a blue splash when exiting swamp water
Fixed shield and weapon change overlays showing on player that hasn't spawned all the way in yet
Fixed Jetso's jet attack not moving magnetta
Fixed misaligned overlays for projectile cannons in Jetso Fight
Fixed aether phase 1 air attack bullets going underneath the door
Fixed controls explanation popping after level UI comes on screen
Fixed scanner cutscene ending you on the wrong weapon
Fixed being able to jump during the mine bosses cutscene
Fixed default mouse so right mouse is jump left is power or shoot
Fixed Meltdown achievement not being attainable
Fixed pallete fade sheets not showing when paused in Aether1 section 1
Fixed mouse selection for Aether tower levels
Fixed challenge map 1 exit being blocked by collision tiles
Fixed drill sounds not working in boss room
Fixed holographic weapon not being able to be used with less than 7 weapon energy
Source
Changelog.gg summarizes and formats this update. How we read updates.
