Full notes
Full Space Cat update
Read the full published notes in a cleaner layout. The original post stays linked below.
What changed
- Gameplay
- Balance
- Workshop
- Maps
- Store
Space Cat v3.0 is finally here! - THE CHANGE LIST -
UNIVERSAL GAMEPLAY CHANGES
You can now dodge by pressing the drop weapon button. To drop a weapon, press dodge again while invulnerable.
Jet Boost now only recharges to 50 frames of use, however, collecting fuel allows you to store up to 100 frames like before.
Hammer has increased range in all directions and no longer flickers as much.
New weapon – whip. Only in Adventure and Battle Mode. Has long range but no directional knockback. It cannot be aimed directly up or down, but rather at a 45 degree angle.
New weapon – block gun. Only in Battle Mode. Creates blocks at will. Impractical in combat but fun for shenanigans.
You can now swim.
You can no longer wall cling on ice blocks.
The player has a new idle animation.
There is now a visual cue when you double jump, wall jump, and taunt.
There is now a visual “smack” effect when players get hurt, as well as a smoke trail during knockback.
Some sound effects have been replaced.
Bombs now blink a brighter color when close to detonating.
BUG FIXES
Duplicate players no longer spawn at random when the player is hurt or killed.
When players die and revive simultaneously, the dead player will disappear instead of both being visible.
Transparent objects no longer show a faint image of the screen border.
Guns now work properly in Giant Mode.
CLASSIC MODE
A 10 th intensity level has been added when the sum player scores reaches 50,000.
UFOs now glow blue to stand out better from the black background.
Some balance adjustments have been made.
Giant Mode is no longer its own mode and is now selectable from Classic Mode.
ADVENTURE MODE
You can now resume the game from any stage you have already reached (although your points will be reset upon leaving Adventure Mode.)
New cutscenes play between certain stages (and can be skipped by pressing Enter/Start.)
Some stages have completely new art and tiles.
Reflecting bullets with the Hammer now creates a blue “parry” effect that reflects nearby bullets for the duration of the animation.
Held weapons now carry over between stages.
You can now increase the screen scrolling speed by walking to the right side of the screen.
Most enemies have new animations or designs.
The purple dog enemies that fired ricocheting bullets now fire energy projectiles that fire forward and then home in on the player. Parrying these will cause them to explode into smaller bullets.
Objects no longer appear above the HUD (in this mode only.)
With this change, enemies will no longer fire when blocked by the HUD.
The gun is weaker against most bosses.
Boss health now scales slightly to amount of players in-game.
Most bosses are reworked or redesigned to be more fair and predictable to the player.
Dusty (Stage 2 Boss) no longer hurts players with his tornado, rather it sends the player flying upwards into airborne hazards generated by the boss.
Biggie Freeze (Stage 3 Boss) now flashes white before attacking and is invulnerable before he swings.
Cave Wraith (Stage 4 Boss) now pulls the player toward him using his hands.
Arftillery (Stage 5 Boss) has a completely new attack pattern and is no longer limited to moving only up and down.
Dobermurder (Stage 6 Boss) has much more telegraphed moves and no longer runs into the player directly after being hit.
The final boss is easier to hit and has a new attack.
Some bosses have new intro and KO animations.
Points count 5x faster at the end of the level.
The spike section in the final stage has been removed and reworked.
Some stages and enemies have been renamed.
BATTLE MODE
Hammers now deal 2 points of damage instead of 1.
New stage – Jungle Jam. A small stage with rising water.
Roulette boxes no longer have fire enemies and ?-Cans. They now contain triple hearts, block guns and whips instead.
Some hitboxes adjusted.
BOSS RUSH
New mode! Defeat all seven bosses from Adventure Mode as fast as possible.
Unlockable after completing Adventure Mode once.
OPTIONS
Redesigned menu with no clutter.
MAIN MENU
Redesigned menu you can scroll through.
Giant Mode is no longer a separate selectable mode, rather you select the map size when picking Classic Mode.
HAT SHOP
The room no longer scrolls, instead, all of the hats are hanging from the ceiling, and you hit arrows to slide the hat rack left or right and scroll through the hats.
You now use hat coins to purchase individual hats in a set order.
There are now 67 hats (up from 50.)
MINI GAMES
B-Ball mode has been renamed to Basketball and absorbed into a new mode – Mini Games.
BASKETBALL
You can no longer die off the top of the screen.
The ball can no longer go through the bottom side of the hoop.
You can now leave the room before the game begins.
Two new mini games have been added
Bomb Tennis – Each team starts with three platforms that are destructible only by bombs. Bombs begin to fall from the top of the screen and players must knock them onto the opposing team's side. The first team to lose all three platforms loses.
Balloon Thief – A reworked version of the credits mini game from past versions. Each team has to knock as many balloons into their own goal. The first team to reach 25 points wins.
OTHER
You can now set the screen resolution to stretch (16:9)
Most menus and cutscenes have new transitions.
Checkered tiles outside screen boundaries have been removed.
The credits mini game has been removed and reworked into Balloon Thief, however, there are now more objects to play with on the credits screen.
The remaining finished Arranged Soundtrack songs have been added.
Source
Changelog.gg summarizes and formats this update. How we read updates.
