Full notes
Full Mosa Lina update
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What changed
- Balance
- Gameplay
- Store
- Fixes
- Performance
- Compatibility
Mosa Lina changes
Collaborate
the game now supports 2-player cooperative multiplayer
local & online
two new co-op exclusive modifiers that stack on top of existing ones
cool point +1 (you get it for being cool)
available across all existing gameplay modes
supports custom levels
can be found in the multiplayer submenu
pass&play gameplay mode has been moved from main menu to multiplayer submenu
Tech Stuff
the web browser that was previously running the game is now gone, underlying systems have been rebuilt to run fully natively
it runs much much faster! and it's much easier for me to extend with weird cool tech type of stuff (like core features of this update)
also a kinda cool side effect of this is that the entire game's size is now less than 90mb (you only need like 60 floppy disks to store it)
the game logic now runs at fixed 120 ticks per second
the game is now consistent and behaves the same way for everyone, regardless of the PC configuration and performance
fallback controller support (for when the game is launched without Steam) supports more controllers
keyboard remapping
keyboard remapping have been moved to settings
mouse buttons now also can be bound to stuff
remapping menu can now also be used to bind the controls for the 2nd player to play local coop on the same keyboard
default binding for Quick Reroll (F5) have been removed (but can still be bound manually)
Discord Rich Presence is now supported, including support for game invites
menu items are now clickable
mouse cursor will now only hide when no mouse activity is detected
Level Pack list now has a search bar
Recording
the old video recording system, while convenient, was a technical nightmare!! it severely impacted performance and was frequently crashing the game whenever the game have been running for a while
because of that, i'm extremely happy to get rid of it!! its place will take two new systems:
Steam Recording
it works basically as the old thing did: it constantly records the gameplay and allows you to make "clips" of it afterwards
BUT! when compared to the old thing it is dramatically less buggy, it uses a more widely supported format and (most importantly) it can utilize the hardware acceleration to offload the video processing cost away from CPU making its impact on performance way less noticeable (if at all)
also it has a nice UI that allows you to, for example, save your entire run, or like a specific funny moment rather than limiting you to just clipping the last level
you can learn more about it at https://store.steampowered.com/gamerecording keep in mind that right now this feature requires using the Beta version of the Steam Client (check the link to find out how to enable it!) - but in my own experience it's been very solid so far!
gif thing gif thing gif thing
regardless of how you pronounce them, after playing a level you can now save a .gif of your playthrough
you will see a "press Enter/Y to GIF" prompt in the bottom-left corner whenever you can save one
unlike the old video thing this new gif thing does not affect the gameplay performance at all(!) as it only needs to record a "replay" of your actions - then it can quickly play this replay back whenever you choose to save a gif
Gameplay Changes
general
fruits are now always collected when player jumps off them
fruits don't get heavier if you jump when you collect them
switching aim types at the same frame as shooting no longer misplaces the reticle
mobilise / vaporize / upgrav projectiles no longer randomly push objects away when colliding with them
explosion collision detection is more accurate to its visuals (esp. on long objects)
explosions, vaporise and impulse now properly affect rotation-pinned things
big levels
two wombat-made boss level setups that were previously disabled ||due to a typo|| have been readded to the pool
boss levels have more protection from spikes that instakill you on spawn
boss level parts no longer spawn on top of a random portal / moon
some boss level objects that were supposed to spin but never did due to a bug now have a random chance to start spinning again
boss level camera no longers jitters when moving
random portal modifier
random portal modifier will try to not spawn at super impossible places
non-super kinds of impossible places are still allowed
random portal modifier will no longer destroy itself when obstructed
de/stabilise modifier
de/stabilise no longer tries to stablise stabilised objects and destabilise destabilised
de/stabilise modifier's stabilise now also removes the rotational pin
directors cut off
backflip
now every flip gets a full circle of rotation
rotation speed is increased to account for this
backflip no longer fumbles when the previous one wasn't in the same direction
moon will now try its best to spawn in more interesting places
DC-off de/stabilise modifier can now affect multiple blocks (kinda like pre-DC update but cooler)
turtle can now spawn facing left
speedrun mode
speedrun timer is now more monospaced than ever
help screen no longer appears in speedrun mode
boss level previews are now skipped in speedrun mode
all the UI animations no longer require mashing a button and can instead be advanced by holding it
raw random
raw random big level item boxes are now rawer and randomer
Rich Presence now also shows the highest score in a current session
there's now a score screen that shows up when Raw Random run is over
nice
tentacle
tentacle part spawn speed changed to behave as it did in 60hz mode
it used to spawn way too fast on high-refresh rate setups
tentacle no longer gets holes
tentacle "muscle power" changed to behave as it did in 60hz mode
it had way less power on high-refresh rate setups
tentacle ray no longer randomly decides to become visible
tentacle growth direction logic is changed to have more logic
butterfly
butterfly doesn't grow on spawn now
this also makes the butterfly's mass constant, making pushing it around more consistent
butterfly no longer makes the ticking sound once it is destroyed
frog
frogs can jump off of other frogs
hahaha yesssssss
frog no longer confuses its jumping direction when launched while turning
super secret frog mode
gungun
gungun now bounces off surfaces in a more predictable way
gungun now consistently triggers a physics response on bounce
gungun no longer randomly bounces off of player when launched which used to result in a lower launch speed
gungun no longer gets stuck in midair if picked up mid-backflip
gungun restores ammo if picked up
instabox now spawns close to walls instead of inside them
clamp
clamp unfreezes itself when attached
clamp no longer randomly decides to clamp multiple objects
clamp gets its mass back when the object it's attached to gets destroyed
clamp is now cooler
fish
fish can no longer turn invisible
using spear on fish kills the fish (so please avoid doing this)
spear is now cooler
delete
using delete tool on yourself when gungun is detached teleports you instead of gameovering you can delete delete with delete
delete that's deleted by delete triggers the delete's deletion as it gets deleted (rather than when it was supposed to)
bomb stops its fuse sound when destroyed
ball
balls no longer destroy themselves when there's another ball that haven't finished growing
balls no longer flickers when spawned
bamboo
tools that use raycast-based reticle (like ladder) are now less likely to slip in between the bamboo pieces
multiple bamboos are no longer connected
restored missing bamboo spawn sound variation
phaser now can be triggered with frog pellets / mobilise pellets / upgrav pellets / poms
spikes
feetbox colliding with spikes doesn't make floor unjumpable
cannon projectiles are no longer counted as a jumpable surface
crumbling blocks
crumbling blocks now always break when jumped off of
explosions make crumbling blocks start crumbling
crumbling blocks frozen by vaporise mid-crumbling no longer unfreeze themselves
portal
player's head now also enters the portal
players no longer can teleport out of a portal
portal can now show up to 6 fruit indicator dots
if there's more, it will have a "+" indicator and only show dots for the last 5 fruits
other stuff
mobilise and upgrav visuals+sound multiplication is gone
black border no longer resizes itself
hinges' invisible physics objects don't intercollide now
gray filter now doesn't affect the UI
rotation/pivot dots now correctly disappear when their parent object is deleted
mismatched background colors and fruit types on a bunch of levels are no longer mismatched
hitting the Discord block will no longer cause the game to freak out on Steam Deck
top-left tool indicators are now a bit more readable
locked items get grayed out a bit more
sound/music icons once again correctly dim when muted (oops)
modifier icons for the selected level appear on "3 tools" manager screen
speeding up system animations by holding the jump button no longer has a delay
score things can now also be skipped by holding the jump button
stabilizer hint is now a camera hint
frog hint is a bit clearer
that one block on the left side of bluerush 1 have been removed
Level Editor Considerations
while the Level Editor have not received any significant changes (yet!), the game's underlying systems have changed dramatically and some levels that were relying on specific object interactions (around 2% i think) have been broken at least partially there are a bunch of bandaids applied to make less things break, but some stuff just can't be fixed by me (at least not without spending an extremely unreasonable amount of time)
most important things to look out for:
spike attachment points
spear attachment points
object layering works differently
frogs created on an older version will not jump when on top of other frogs
if you want them to be able to, you can replace them by newly created frogs
these tricks should still mostly work fine but you might want to check/modify levels that feature them to take advantage of the fact that the game simulation is now deterministic, meaning that your level will now always behave the same way when it loads, regardless of the player's system:
wombat merging trick
rotating rail trick
antimatter kind of things
rotating things clampo'd to other things
physics-based mechanisms in general
i'll be keeping notes on levels that got broken parts as i play the game myself so i can notify people that made them via Workshop's "developer comments" thing hopefully this is the only time we'll be making breaking changes like these! really really sorry for inconvenience!!
afterword: hello! i’ve been sneakily working on systems for this update ever since The Performance Update released! it’s been 9 months now omg - even more if you count all the prep work that i did as a part of making the Level Editor, that’s more than a year at this point!! it doesn’t feel fully real haha i really really love this game, this whole update was born from a desire to make Mosa Lina just a tiny bit cooler - and (in my super unbiased opinion lol) it totally does that! upgraded performance and the QOL stuff is nice, sure, but the multiplayer!!! it’s crazy cool, i’ve been playing it a lot with friends and ppl on Discord and now even if i’m looking back at all the work and stuff along the way i know it was totally worth it! i love this game a tiny bit more now hope you’ll do too
thanks for playing
Source
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