HomeGamesUpdatesPricingMethodology
Steam News27 September 20187y ago

v0.08 Patch Notes (Grinding, Trick-Specific Obstacles, and New Stages)

It's been a long time since our last patch release, but we've got a lot of updates for you today!

Full notes

Full Waveform Wipeout update

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

What changed

2 fixes6 additions3 changes0 removals
  • Gameplay
  • UI and audio
  • Maps
  • Performance
addedIt's been a long time since our last patch release, but we've got a lot of updates for you today! We had targeted the end of September to be our full release into Early Access but we hit some delays getting everything ready. There's some polish that needs to happen and one more big feature we need to finish before we can release, but we wanted to push out an update to all of our wonderful Kickstarter backers who are playing the game and giving us feedback. There's some pretty big changes to the game getting introduced today, so read on below!
changedMajor Additions:Added jump charge feature. Previously the height of your jump was loosely tied to when you jumped relative to riding a wave up/down. I replaced this with a meter that charges while you ride the wave. This meter will be expended when you ollie and give you a boost to your jump height. This should make it more clear when/how you are getting a boost to your jump height.
addedMajor Additions:Added combo mechanic. Akin to other rhythm games like Guitar Hero or Rock band, scoring tricks consecutively without missing will result in a combo multiplier added to your score. The maximum multiplier is x4 (after scoring 30 consecutive tricks). Wiping out or getting a "Miss!" will reset your combo.
addedMajor Additions:Added Grind Mechanic. One of the most common pieces of feedback we've gotten is that people didn't feel like they really interacted with the Wave directly. This latest feature should address that concern. We've added a new type of obstacle that the player must grind on to clear. When the grind obstacle appears, hold down and trick button while riding the wave to start grinding. Keeping the button pressed will continue the grind and steadily rack up points. In order to keep your balance, you must press the arrow keys or move the joystick in the direction Lila moves while riding the wave (essentially, just follow the shape of the wave) in order to keep your balance. If you lose your balance, you will fail the grind and lose all the points for that grind, so don't be afraid to bail! In addition, this more advanced mechanic will not show up in Easy difficulty, so if you're looking for a simpler, more relaxed experience you can still play Easy mode. Grinds show up increasingly more often the harder the difficulty you play.
addedMajor Additions:Added trick specific obstacles. Along the same lines as the Grind obstacles, there are now some obstacles that require you to do a specific trick to clear. If you see and obstacle with a green circle instead of the standard blue circle, then you have to do an ollie to clear it. Likewise, any obstacles with a red circle can only be broken through with a heavy trick. These trick specific obstacles will always have the same art (IE you will never see a missile with a green or red circle on it) so you might even not need the colored circles after long!
addedMajor Additions:Added Stage Select mechanic. Behind the scenes, Sam has been hard at work making a variety of awesome backgrounds to surf your music to. Now, we've finally added them all to the game and introduced a stage select mechanic to Arcade Mode. Just click the thumbnail (or select it with a controller) to select which stage you want to play on. We're really proud of all these stages and we hope you enjoy them!

Waveform Wipeout changes

addedIt's been a long time since our last patch release, but we've got a lot of updates for you today! We had targeted the end of September to be our full release into Early Access but we hit some delays getting everything ready. There's some polish that needs to happen and one more big feature we need to finish before we can release, but we wanted to push out an update to all of our wonderful Kickstarter backers who are playing the game and giving us feedback. There's some pretty big changes to the game getting introduced today, so read on below!
changedAdded jump charge feature. Previously the height of your jump was loosely tied to when you jumped relative to riding a wave up/down. I replaced this with a meter that charges while you ride the wave. This meter will be expended when you ollie and give you a boost to your jump height. This should make it more clear when/how you are getting a boost to your jump height.
addedAdded combo mechanic. Akin to other rhythm games like Guitar Hero or Rock band, scoring tricks consecutively without missing will result in a combo multiplier added to your score. The maximum multiplier is x4 (after scoring 30 consecutive tricks). Wiping out or getting a "Miss!" will reset your combo.
addedAdded Grind Mechanic. One of the most common pieces of feedback we've gotten is that people didn't feel like they really interacted with the Wave directly. This latest feature should address that concern. We've added a new type of obstacle that the player must grind on to clear. When the grind obstacle appears, hold down and trick button while riding the wave to start grinding. Keeping the button pressed will continue the grind and steadily rack up points. In order to keep your balance, you must press the arrow keys or move the joystick in the direction Lila moves while riding the wave (essentially, just follow the shape of the wave) in order to keep your balance. If you lose your balance, you will fail the grind and lose all the points for that grind, so don't be afraid to bail! In addition, this more advanced mechanic will not show up in Easy difficulty, so if you're looking for a simpler, more relaxed experience you can still play Easy mode. Grinds show up increasingly more often the harder the difficulty you play.
addedAdded trick specific obstacles. Along the same lines as the Grind obstacles, there are now some obstacles that require you to do a specific trick to clear. If you see and obstacle with a green circle instead of the standard blue circle, then you have to do an ollie to clear it. Likewise, any obstacles with a red circle can only be broken through with a heavy trick. These trick specific obstacles will always have the same art (IE you will never see a missile with a green or red circle on it) so you might even not need the colored circles after long!

It's been a long time since our last patch release, but we've got a lot of updates for you today! We had targeted the end of September to be our full release into Early Access but we hit some delays getting everything ready. There's some polish that needs to happen and one more big feature we need to finish before we can release, but we wanted to push out an update to all of our wonderful Kickstarter backers who are playing the game and giving us feedback. There's some pretty big changes to the game getting introduced today, so read on below!

Major Additions:

  • Added jump charge feature. Previously the height of your jump was loosely tied to when you jumped relative to riding a wave up/down. I replaced this with a meter that charges while you ride the wave. This meter will be expended when you ollie and give you a boost to your jump height. This should make it more clear when/how you are getting a boost to your jump height.

  • Added combo mechanic. Akin to other rhythm games like Guitar Hero or Rock band, scoring tricks consecutively without missing will result in a combo multiplier added to your score. The maximum multiplier is x4 (after scoring 30 consecutive tricks). Wiping out or getting a "Miss!" will reset your combo.

  • Added Grind Mechanic. One of the most common pieces of feedback we've gotten is that people didn't feel like they really interacted with the Wave directly. This latest feature should address that concern. We've added a new type of obstacle that the player must grind on to clear. When the grind obstacle appears, hold down and trick button while riding the wave to start grinding. Keeping the button pressed will continue the grind and steadily rack up points. In order to keep your balance, you must press the arrow keys or move the joystick in the direction Lila moves while riding the wave (essentially, just follow the shape of the wave) in order to keep your balance. If you lose your balance, you will fail the grind and lose all the points for that grind, so don't be afraid to bail! In addition, this more advanced mechanic will not show up in Easy difficulty, so if you're looking for a simpler, more relaxed experience you can still play Easy mode. Grinds show up increasingly more often the harder the difficulty you play.

  • Added trick specific obstacles. Along the same lines as the Grind obstacles, there are now some obstacles that require you to do a specific trick to clear. If you see and obstacle with a green circle instead of the standard blue circle, then you have to do an ollie to clear it. Likewise, any obstacles with a red circle can only be broken through with a heavy trick. These trick specific obstacles will always have the same art (IE you will never see a missile with a green or red circle on it) so you might even not need the colored circles after long!

  • Added Stage Select mechanic. Behind the scenes, Sam has been hard at work making a variety of awesome backgrounds to surf your music to. Now, we've finally added them all to the game and introduced a stage select mechanic to Arcade Mode. Just click the thumbnail (or select it with a controller) to select which stage you want to play on. We're really proud of all these stages and we hope you enjoy them!

  • Revamped tutorial. We've completely rebuilt the tutorial system to allow us more flexibility in how things are broken down. We've also improved the UI so it should be easier to read the on-screen text and it should be clearer what you are supposed to do at each step. In addition to improving the existing mechanic explanations, we've also added some steps to explain the new mechanics (grinding and trick-specific obstacles explained above). If you're not sure about any of the new features we added, make sure to play the tutorial and get some practice in!

Minor Fixes:

  • Obstacles now render on top of the Wave. This makes them easier to see.

  • The tutorial prompt will now show up when selecting both Story and Arcade modes

  • Improved menu flow on start screen and arcade screen

  • Slight improvement to load times

Source

Steam News / 27 September 2018

Open original post

Changelog.gg summarizes and formats this update. How we read updates.