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Steam News16 March 20242y ago

Patch Notes with March 15th Hotfix

fix for another pesky room not drawing on the map - increased the jump window after running off a platform to make the platforming feel more fluid and less pixel-perfect - fix for coral barriers (broken using the swim a

Full notes

Full Rebel Transmute update

Read the full published notes in a cleaner layout. The original post stays linked below.

What changed

1 fix0 additions0 changes0 removals
  • UI and audio
fixedfix for another pesky room not drawing on the map - increased the jump window after running off a platform to make the platforming feel more fluid and less pixel-perfect - fix for coral barriers (broken using the swim ability) respawning when you re-enter a room, now should stay destroyed - fix for the final (hidden) achievement not being rewarded properly - fix for some damage resets placing players in blocks or moving platforms - fix for a typo in the Raw Clay description - fix for a relic that wasn’t properly spawning in the main Basin cavern - changed post-game behavior so players can load a save right before fighting the final boss even after beating said boss (while still keeping completion percent) - fix for a bug that allowed players to access the third subsystem before they’d hit a required story beat - the story marker for the hidden labs should now properly disappear if you’ve explored that location - changed Sparkblood Blast to only require 1 injector’s worth of sparkblood to cast, but simultaneously debuffed it’s damage to maintain balance - fix for behavior around the quick reset feature when you hit a hazard (like lava or spikes) so you can’t continue to move or be influenced by other objects while resetting position - fix for completion percent incorrectly taking into account something that had been removed before launching, capping completion percent at ~98% - added a new sprite for an enemy in the Sparkblood Mines that was reusing a sprite from a Surface enemy - removed an enemy from the Subways that was placed inside the floor (what a horrible existence!) - fix for the subway travel screen allowing you to travel to the first station even if you hadn’t visited it yet - fix for a bug where spin-attacking into some hidden paths could get you to areas you shouldn’t be - fix for a typo in Mercal’s first dialog (thanks Kowalth for catching that) - recolored air-dash barriers to be more distinct from their underwater counterparts - tweaked the projectile shooting scythe bots in the Arboretum so they disengage faster once off screen - nerfed an interaction between the Hydraulic Motor augment and the sticky bomb (to still allow some shenanigans, but not to the same degree) - added a shortcut through the rooms leading up to the boss in the Arboretum to reduce frustration with the boss run

Rebel Transmute changes

fixedfix for another pesky room not drawing on the map - increased the jump window after running off a platform to make the platforming feel more fluid and less pixel-perfect - fix for coral barriers (broken using the swim ability) respawning when you re-enter a room, now should stay destroyed - fix for the final (hidden) achievement not being rewarded properly - fix for some damage resets placing players in blocks or moving platforms - fix for a typo in the Raw Clay description - fix for a relic that wasn’t properly spawning in the main Basin cavern - changed post-game behavior so players can load a save right before fighting the final boss even after beating said boss (while still keeping completion percent) - fix for a bug that allowed players to access the third subsystem before they’d hit a required story beat - the story marker for the hidden labs should now properly disappear if you’ve explored that location - changed Sparkblood Blast to only require 1 injector’s worth of sparkblood to cast, but simultaneously debuffed it’s damage to maintain balance - fix for behavior around the quick reset feature when you hit a hazard (like lava or spikes) so you can’t continue to move or be influenced by other objects while resetting position - fix for completion percent incorrectly taking into account something that had been removed before launching, capping completion percent at ~98% - added a new sprite for an enemy in the Sparkblood Mines that was reusing a sprite from a Surface enemy - removed an enemy from the Subways that was placed inside the floor (what a horrible existence!) - fix for the subway travel screen allowing you to travel to the first station even if you hadn’t visited it yet - fix for a bug where spin-attacking into some hidden paths could get you to areas you shouldn’t be - fix for a typo in Mercal’s first dialog (thanks Kowalth for catching that) - recolored air-dash barriers to be more distinct from their underwater counterparts - tweaked the projectile shooting scythe bots in the Arboretum so they disengage faster once off screen - nerfed an interaction between the Hydraulic Motor augment and the sticky bomb (to still allow some shenanigans, but not to the same degree) - added a shortcut through the rooms leading up to the boss in the Arboretum to reduce frustration with the boss run
  • fix for another pesky room not drawing on the map - increased the jump window after running off a platform to make the platforming feel more fluid and less pixel-perfect - fix for coral barriers (broken using the swim ability) respawning when you re-enter a room, now should stay destroyed - fix for the final (hidden) achievement not being rewarded properly - fix for some damage resets placing players in blocks or moving platforms - fix for a typo in the Raw Clay description - fix for a relic that wasn’t properly spawning in the main Basin cavern - changed post-game behavior so players can load a save right before fighting the final boss even after beating said boss (while still keeping completion percent) - fix for a bug that allowed players to access the third subsystem before they’d hit a required story beat - the story marker for the hidden labs should now properly disappear if you’ve explored that location - changed Sparkblood Blast to only require 1 injector’s worth of sparkblood to cast, but simultaneously debuffed it’s damage to maintain balance - fix for behavior around the quick reset feature when you hit a hazard (like lava or spikes) so you can’t continue to move or be influenced by other objects while resetting position - fix for completion percent incorrectly taking into account something that had been removed before launching, capping completion percent at ~98% - added a new sprite for an enemy in the Sparkblood Mines that was reusing a sprite from a Surface enemy - removed an enemy from the Subways that was placed inside the floor (what a horrible existence!) - fix for the subway travel screen allowing you to travel to the first station even if you hadn’t visited it yet - fix for a bug where spin-attacking into some hidden paths could get you to areas you shouldn’t be - fix for a typo in Mercal’s first dialog (thanks Kowalth for catching that) - recolored air-dash barriers to be more distinct from their underwater counterparts - tweaked the projectile shooting scythe bots in the Arboretum so they disengage faster once off screen - nerfed an interaction between the Hydraulic Motor augment and the sticky bomb (to still allow some shenanigans, but not to the same degree) - added a shortcut through the rooms leading up to the boss in the Arboretum to reduce frustration with the boss run

Source

Steam News / 16 March 2024

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