In this update4
Full notes
Full Tsetseg's Adventure update
Read the full published notes in a cleaner layout. The original post stays linked below.
What changed
- UI and audio
- Gameplay
- Compatibility
Tsetseg's Adventure changes
Hi everyone!
With a test of full weekend, it's now time to push Tsetseg's Adventure v2.0.0 to public! Change log is below:
Gamplay
Player can now pause the game any time, by pressing Esc on keyboard, or "+" button on Nintendo Switch controller, or "Start" button on XBox controller.
Tsetseg can jump when stuck in a narrow gap. Removing risk of level stuck!
Add sound effects for Cannon and Bonfires.
Tune puzzles in Level 2-1, 2-2, 3-1, 3-2 and 4-1. The difficulties are lowered, based on feedbacks.
Underlying changes
Migrate game engine from Godot 3 to Godot 4. It's for a unified code base on PC and console platforms. Many physical interaction of characters are redesigned to fit the behavior of new engine. I have managed to keep most behavior identical, yet not 100%. See "Known issues" below for details.
Bug fixes
When firing fireball, cool-down timer starts counting once fireball is spawned. In v1.0.3, timer starts counting when fireball is destroyed.
Known issues
There are several known issues due to the migration of engine.
Player have to re-configure input settings (keyboard and gamepad). This is due to a breaking change of input setting logic in Godot 4, that the key settings written by previous v1.0.x game (based on Godot 3) causes error when opened by v2.0.0 game. To fix this, the v2.0.0 game uses a new input setting configuration. From player point of view, it looks like input setting is reset. Good news: game progress is not affected.
Iron blocks can be pushed back a little when dashing against a breakable brick. Causing a shorter moving distance comparing with v1.0.3. Also caused by to the change of physics of Godot 4. Some puzzles are turned due to this change.
Title screen can unexpectedly navigate back when tapping laptop Touchpad. It affects a few Linux distros (verified: Manjaro, Archlinux) This was caused by a Godot 4 engine bug that incorrectly recognize Touchpad as gamepad. A workaround has been applied but does not take effect on title screen due to the needs of gamepad configuration functionality.
Source
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