Full notes
Full Silicon Zeroes update
Read the full published notes in a cleaner layout. The original post stays linked below.
What changed
- Gameplay
- UI and audio
Silicon Zeroes changes
This week is a smaller update; mostly catching up on bugfixes and smaller tweaks, as promised. Features
Tweaked a few puzzles’ ideals and tick limits, the latter upward.
Colored disconnected modules red on the minimap, to help finding isolated ones.
Clarified ‘Cows’… so to speak.
OS X uses shift-(cmd-)-z for redo, instead of (cmd-)y.
SFX for opening/hiding the puzzle description & minimap.
Bugfixes
The steam leaderboards’ x-axes should be much clearer.
Non-US keyboards should have working/reasonable hotkeys.
The ‘Faux-Reg’ achievements will now trigger immediately after beating the puzzle, instead of one puzzle later.
‘Maze’ displays its tick limit in the description.
‘Finale’’s ideal is beatable, again.
Secrets no longer missing a perfect sparkle.
It’s coming up on a month since release, and most of the low-hanging fruit for fixes and improvements are cleared up. The remaining projects are larger, so to give myself time and space to work on them, I’m shifting to one release every two weeks. See you on the next one, and have fun!
Source
Changelog.gg summarizes and formats this update. How we read updates.
