Full notes
Full Nothing At Stake update
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What changed
- Gameplay
- Balance
- Performance
- Fixes
- UI and audio
- Events
Nothing At Stake changes
DESIGN
Redesigned pause menu
Implemented text speed and text hang time options
It is now possible to enter ladder from above by walking off (may be finnicky)
Normal ladder move directions are now cam-relative, to match vines
Added prevention for hanging far off vines on the sides or top
MASSIVELY increased lantern light range
Moderately increased fire light range
Set of player states which allow you to do common interactions like eat, drink, use item, use bottle, push&pull, and read made universal and more permissive
Jump proc made substantially simpler, in the process removing built in jump delay and effective coyote time
Substantially sped up climb from hanging on a ledge, now duration-unified with ledge climb from water
All climbs reworked to vary speed by surface height, resulting in less floaty behavior
Allow bottle dump and eat states in slide and wallclimb
Added an animated arrow to dialogue option selection
Cutting flaming grass puts the fire out
Added a camera pitch when falling
Allow nagas to move freely during their swimming on water behavior
Launch and stagger states force the player to drop two handed pickups
FIXES
MASSIVELY improved first time boot and reload times
Some situational performance improvements
MASSIVELY improved text visibility in all circumstances
Fixed a pickup bug that allowed you to push yourself through the floor
Fixed occasional spine weirdness while backflipping during block
Fixed an animation bug that occasionally made animations transitions jerky
Fixed some sign text drawing unnecessarily high
Fixed throw facing direction on release
Improvements to crate push/pulling over low lips
Clamber is now substantially easier to proc
Fixed turtle's spin attack crashing the game
Fixed tossing liquid from a bottle not blending animations correctly
Fixed inventory icon scale setting not working
Fixed weather effects from persisting too long in the death tunnel and opening sequences
Significantly improved pathfinding
Fixed closing a door for the first time in a play session from buffering reopening the same door
Fixed a rare crash with the glass factory elevator
Fixed sequential dialogue animations not playing correctly
Fixed land sounds not playing consistently
Fixed entering crouch out of wallclimb into tight spaces
AESTHETICS
Tweaks to fog and environment values
Grass rims for cliff edges
Better animations for strafing while throwing, inventory-ing, aiming, and blocking
Added a dust particle effect when pushing crates
Opening a chest makes the reward pop out
MISC
Disabled vsync
Source
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