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Steam News28 November 20187y ago

Patch notes v1.6.1 - Level editor, Assist mode removed and more.

Hi, So this began as kind of a strange update with the removal of a feature but since I was quite productive, for a change, I decided to finally update the level editor to work through the release build of the game inst

Full notes

Full Super Lumi Live update

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

What changed

1 fix5 additions6 changes2 removals
  • Maps
  • Performance
  • Gameplay
  • UI and audio
addedHi, So this began as kind of a strange update with the removal of a feature but since I was quite productive, for a change, I decided to finally update the level editor to work through the release build of the game instead of a seperate one. Unfortunately, the game doesn't support playing custom maps at the moment which is why I haven't added the map editor also. I didn't want to delay the other updates any longer so I figured the level editor would give you guys plenty to get to grips with. Also currently, custom levels can only be played through the editor but a full Steam workshop solution will be the final goal for the editors. Other changes include the aforementioned removed feature which is the assist mode option. To be more precise though assist mode is now always on and the option to change it has been removed. I feel the game is more streamlined without assist mode options and I've also heard reports of people not even knowing it existed! So since there is already challenges which require you not to respawn at checkpoints, they should be used more liberally to lower frustration. The removal of assist mode also ties into the last major change that comes along with this update and that's a level by level re-examination for odd checkpoint placement, better flow by smoothing down remaining difficulty spikes and repositioned tokens that were either repeat patterns or forced you to wait too long. This is a long overdue revisit addressing key problem areas on some levels that create poor flow. Rest assured though that most of the levels are exactly the same and any changes made have been nerfs that donn't affect routing through the them. The levels in the final world however have not been touched and remain the most difficult levels in the game. List of changes Level editor
changedIntegrated the level editor into the release build. It's not completely functional in terms of synchronising with the main game but all the features for level design are fully working. Also please note that the editor could be unstable and may crash. Whenever the game exits/crashes while in the editor, the current level will be saved in an autosave folder within "My Documents/My Games/Super Lumi Live".
changedRemoved all options to change the checkpoint mode. The game will now always use assist mode with has the extra checkpoints set up.
removedRemoved the L-Plates on level nodes in the map screen.
removedRemoved Pass Plus achievement.
changedAll checkpoints now use the diamond shaped sprite.

Super Lumi Live changes

addedHi, So this began as kind of a strange update with the removal of a feature but since I was quite productive, for a change, I decided to finally update the level editor to work through the release build of the game instead of a seperate one. Unfortunately, the game doesn't support playing custom maps at the moment which is why I haven't added the map editor also. I didn't want to delay the other updates any longer so I figured the level editor would give you guys plenty to get to grips with. Also currently, custom levels can only be played through the editor but a full Steam workshop solution will be the final goal for the editors. Other changes include the aforementioned removed feature which is the assist mode option. To be more precise though assist mode is now always on and the option to change it has been removed. I feel the game is more streamlined without assist mode options and I've also heard reports of people not even knowing it existed! So since there is already challenges which require you not to respawn at checkpoints, they should be used more liberally to lower frustration. The removal of assist mode also ties into the last major change that comes along with this update and that's a level by level re-examination for odd checkpoint placement, better flow by smoothing down remaining difficulty spikes and repositioned tokens that were either repeat patterns or forced you to wait too long. This is a long overdue revisit addressing key problem areas on some levels that create poor flow. Rest assured though that most of the levels are exactly the same and any changes made have been nerfs that donn't affect routing through the them. The levels in the final world however have not been touched and remain the most difficult levels in the game. List of changes Level editor
changedIntegrated the level editor into the release build. It's not completely functional in terms of synchronising with the main game but all the features for level design are fully working. Also please note that the editor could be unstable and may crash. Whenever the game exits/crashes while in the editor, the current level will be saved in an autosave folder within "My Documents/My Games/Super Lumi Live".
changedRemoved all options to change the checkpoint mode. The game will now always use assist mode with has the extra checkpoints set up.
removedRemoved the L-Plates on level nodes in the map screen.
removedRemoved Pass Plus achievement.

Hi, So this began as kind of a strange update with the removal of a feature but since I was quite productive, for a change, I decided to finally update the level editor to work through the release build of the game instead of a seperate one. Unfortunately, the game doesn't support playing custom maps at the moment which is why I haven't added the map editor also. I didn't want to delay the other updates any longer so I figured the level editor would give you guys plenty to get to grips with. Also currently, custom levels can only be played through the editor but a full Steam workshop solution will be the final goal for the editors. Other changes include the aforementioned removed feature which is the assist mode option. To be more precise though assist mode is now always on and the option to change it has been removed. I feel the game is more streamlined without assist mode options and I've also heard reports of people not even knowing it existed! So since there is already challenges which require you not to respawn at checkpoints, they should be used more liberally to lower frustration. The removal of assist mode also ties into the last major change that comes along with this update and that's a level by level re-examination for odd checkpoint placement, better flow by smoothing down remaining difficulty spikes and repositioned tokens that were either repeat patterns or forced you to wait too long. This is a long overdue revisit addressing key problem areas on some levels that create poor flow. Rest assured though that most of the levels are exactly the same and any changes made have been nerfs that donn't affect routing through the them. The levels in the final world however have not been touched and remain the most difficult levels in the game. List of changes Level editor

  • Integrated the level editor into the release build. It's not completely functional in terms of synchronising with the main game but all the features for level design are fully working. Also please note that the editor could be unstable and may crash. Whenever the game exits/crashes while in the editor, the current level will be saved in an autosave folder within "My Documents/My Games/Super Lumi Live".

Assist mode removal

  • Removed all options to change the checkpoint mode. The game will now always use assist mode with has the extra checkpoints set up.

  • Removed the L-Plates on level nodes in the map screen.

  • The blue L platforms are now just normal platforms.

  • Removed Pass Plus achievement.

  • All checkpoints now use the diamond shaped sprite.

Re-examnation of levels

  • Some levels have received small changes for better placed checkpoints and to smooth out any disruptive difficulty spikes remaining.

UI

  • New save games will only be created after all UI choices have be made. This is after entering a name using a new profile or after selecting a campaign on a new save game using an old profile. This stops blank saves being created when backing out of the aforementioned UI menus.

  • Profiles and save games can now be copied.

  • Deleting profiles is now done on the profile select screen instead of the screen shown after selecting a profile.

Timing

  • Main game loop timer now uses (total elapsed time - previous elapsed time) as a delta time calculation instead of using discrete nanosecond ticks which, over long periods of time, could lose synchronisation with "in real life time".

  • All decimal based statistic totals (Total Time, Distance Travelled etc..) have double point precision now which will allow a lot more accurate calculations with large numbers.

  • Added speedrun timer option to show current play time and/or total time.

Quality of life

  • Added option to turn off the achievement pop-up window.

  • The level clear UI will now show your level time even when it's above 10 mins. However, the level clock will still show dashes when 10 mins is reached.

  • The level clear UI also shows the number of deaths and respawns/restarts. Restarting a level from the beginning or warping to a bonus level will not reset these counters. Picking a level from the map screen or retrying a level from the level clear screen will reset them.

  • Several UI texts corrected.

Thanks for reading, Marios.

Source

Steam News / 28 November 2018

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