In this update6
Full notes
Full R-Type Dimensions III update
Read the full published notes in a cleaner layout. The original post stays linked below.
What changed
- UI and audio
- Fixes
- Gameplay
- Maps
- Balance
- Performance
R-Type Dimensions III changes
About two weeks ago, we released our first large patch for R-Type Dimensions III, which already addressed a lot of the most pressing and entirely valid issues the community raised. Our second patch is focused - besides a variety of improvements in the categories graphics and audio - primarily on mechanical accuracy in gameplay. We want to pay a faithful tribute to the original, and we hope these changes reflect that commitment.
General:
Fixed 2D charging animation playing in reverse
Adjusted 2D charging animation speed to match original
Fixed the game time jumping far ahead when alt-tabbing
Added 3D Wave Cannon muzzle flash particles for the different charge levels
Fixed spelling/grammar errors in the French localization
Fixed Cyclone Force Capsule Laser being spammable during level transitions
Added delay before Capsule Laser Pit Unit shots can turn
Fixed audio issues with the charge sound effect playback
Fixed Display Issues with Ultrawide Resolutions
The player now gains invincibility on boss kills
Added flashing animation when player is invincible
Added missing default shot for LV1 Shadow Force when detached
Pit units now block shots correctly when in hyper mode
Fixed boss intro sting
Hyper mode heat sound effect now correctly switches when changing graphics mode
Changed 3D HUD Beam Type text to be consistent with 2D Version
Fixed Shadow Force Guide laser shooting faster than intended when shooting near an enemy
Reworked force docking behavior to match original
Fixed charge sound sticking when switching graphics mode
Fixed small 2D screen appearing when switching graphics mode after disabling crazy mode
Adjusted the cyclone force red laser behavior to match original game (Will now pierce through enemies)
Improved BGM looping
Level 1:
Fixed frame pacing for shooting animation of 2D large mech robots
Fixed Stray Explosions when respawning on Stage 1 last checkpoint
Fixed incorrect behaviour in the Mode 7 Pillar section:
Small Mech Robots no longer go off screen
Pillar appearing now should match the original
In 2D Mode Robots now correctly appear behind the pillar
Spawn Positions for Robots adjusted to match original
Robots now turn before leaving, shooting animation offsets adjusted
Robots should now be hittable from the same time as the original
Level 3:
Advanced mode turrets now immediately stop shooting when destroyed
Ambushing Robots now also have a camouflaged "eye" form in 3D
Fixed respawn position when respawning in vertical scroll sections
Level 4:
Large red beams now destroy POW Armors
Level 5:
Fixed invisible hitboxes being leftover when the second pair of WallSnakes are killed
Moving Block now correctly moves offscreen when the surrounding blocks have transformed
Force now attaches to the weakspot of Dobkeratops when launched at it
Cell boss now correctly plays its forming animation in the last phase
Cell boss hitbox now only gets activated once morph is complete in last phase
Transforming enemies (Green, Red, Yellow) are now invincible during their transform animation
The yellow tanks now correctly display their second form (Turret destroyed)
Green enemies now shoot in advanced mode
Fixed Outslay head appearing on the screen after defeating Gomander
Added missing advanced mode behaviour for Dobkeratops (Rest of the bosses coming soon)
Level 6:
Fixed behaviour of blue crabs (90 degree monsters)
Slightly reduced speed of normal mode crabs
Improved wall collision accuracy of crabs
Crabs should now despawn reliably when moving offscreen
Fixed blue crabs colliding with walls while spawning
Fixed slider push strength being inconsistent at high framerates
Made safe spots consistent (Hanging to the left when the single wall moves towards the player now doesnt result in a death)
Mother BYDO fixes
Last phase now is invincible while shooting
Improved tracking of projectiles in mother bydo last phase on high fps
Last phase projectiles now can go further off the screen before despawning
Fixed mother bydo still doing damage after swallowing the force
Added the missing fade in/out sounds for level 6
Added Head Regrow Animation for EndBoss in 3D
- AudioFixed intro sting in new graphics
Once again, thank you for being so passionate about R-Type, for contributing to making R-Type Dimensions III better, and for sticking with us!
Your ININ Team <3
Source
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