Full notes
Full MIRO update
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What changed
- Maps
- Gameplay
- Balance
MIRO changes
Hi! Some of you might have seen the latest status announcement, so I won't repeat myself. Go read it, if you haven't. I'm sure you can find it under the news tab or something. You're smart.
Today is release day for MIRO 1.2, an update that I've been patiently building over the last few months. It's not huge, but it improves some areas that were a bit lackluster. It's time for the changelog!
Terrain diversity!
I've changed how terrains are created. You should have more mountains and ridges to explore. It's easier than ever to get lost in a valley and be forced to climb your way out of a canyon. You should also see more bodies of water during your travels.Steam post imageSteam post imageSteam post imageSteam post image
Flora visual overhaul!
I've reworked all leaf and grass textures in the game, to make sure they are less flat and look better in the distance. This has helped me upgrade my design tools, so it will be easier to add more flora variety for the next content update.
Planet colors now have different selection rules, so expect more diverse color palettes overall.
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Mechanics adjustments!
Ground angles now affect your movement speed, so it will be harder to climb surfaces while on foot. This makes all the unlockable tools even more important to traverse the revamped terrains.
It is possible to activate battery slots by throwing batteries at them, so if something is out of reach you can be creative about it, if you have a good aim and batteries to spare. You can always pick them back up if you miss.
I've reworked most shaders to be more performant, especially on weaker devices, such as the Steam Deck. Expect 30% gains overall, so more planets are able to hit 60fps.
This update paves the way for better things in the future.
Thank you so much for the support so far
I hope you have fun exploring this universe, please let me know if you run into any issues.
Source
Changelog.gg summarizes and formats this update. How we read updates.
