Full notes
Full TEKO update
Read the full published notes in a cleaner layout. The original post stays linked below.
What changed
- Performance
- Gameplay
- Balance
- UI and audio
TEKO changes
Optimized the delta time system. I previously implemented something that modified the timings and it ruined the experience for some people with low FPS, so I reverted it. I didn't know this was working poorly, because I always tested the game at 165 fps.
Optimized the particles of color tubes. Previously, if the player was playing at 60 fps or lower, the particles fell as if they were frozen.
Optimized buttons; some of them would move slowly on low FPS.
Removed the option to choose FPS in the settings. At least for now, I think it's the best approach, since it's not a very useful option and it has caused some issues.
The yellow outline on cards is now displayed correctly (it used to render below the shadow) on selection screens like Masquerade or Dice (consumables).
Changed the shadow and positioning of the Base X Multi sprites to make it more consistent. I also improved the jump animation when gaining value; the multi and base used to have different animations, but now they're the same.
The price of mods is now rendered on top of all mods when you have more than 3 (Oracle Card) and they are very close together in the shop.
Mikello Card and Manolo Boss should now trigger the chip deletion sound effect when one is removed.
Duplicating a chip with Printer no longer triggers the draw animation.
Supposedly, it was possible to equip mods on Sinister Cards. I added a check to prevent this. I hope it works properly now.
The Binocular consumable screen should now correctly show the current values of the cards to choose from.
Source
Changelog.gg summarizes and formats this update. How we read updates.
