Update log
Full Supraworld update
The complete published notes, normalized for clean reading and source attribution.
Extracted changes
- Performance
- Fixes
We felt we still need to spend more time on the green path and other parts of the gameworld before we continue with the yellow path. We tweaked a lot of stuff!
Changes: - Little CPU performance optimisation - Improved puzzle fairness in all of the green region - Fixed bugs with the new green path ability - Added lots of little things people expected to be able to do but couldn't - One time buttons now orange instead of red - Made hint in lab a bit more obscure regarding Jaytee - Enemies now way more likely to drop coins (from their gumball machine) - "High" is now lower - Added something new to Start town for future use - Added a bit more complexity to Chairmany criminal case - Fixed music hitches when looping - Added hell easter egg - Fixed Failini in Start town failing even when you do it correctly - Fixed gumball machine coin stacks when you pickup coins after loading back in - Fixed rare bug where enemies would stop attacking you completely - Added new puzzle in front of castle - Added new puzzle after Jimmy next to trash pile on bed - Added new puzzle/secret area at green town entrance - Added new secret area in castle vicinity - Added AAA-player-help-desk at trash pile on bed - Added puzzle police for entering Chairmany way too early (it will trigger wrongly in your old savegames if you were there before) - Added 2 puzzles in underground area near Recycling Center - Decreased green area ability initialization duration (from 500ms to 150ms) - Lots of small fixes and improvements everywhere
Now that the green path is really finished we've got all hands on deck working on the yellow path. Before you ask: it's done, when it's done.
PS: Hotfix 10935 - fixed bug with sponge not releasing water
Source
