Full notes
Full Windswept update
Read the full published notes in a cleaner layout. The original post stays linked below.
The list items below outline the issue that has been resolved:
General Fixes:
Multiplayer: Calling turtle back while it's in poison water would damage it
Multiplayer: Dismounting Nippa as the companion player didn't bounce you up high enough, making you remount immediately
Multiplayer: Certain actions/states, such as dropdashing, would cancel if the other player took damage
Multiplayer: Entering a cannon when the other player was on a mount would get rid of their mount and put them in a glitched state
Players could softlock the game by performing a tagteam on the same frame they hit the death plane
Players could softlock entering the first cannon in Vexatious Vents on the same frame it became inactive
There was incorrect collision in Bridgewheel Waterway that could lead to players getting stuck in the ceiling
With the 'Create Checkpoints' assist active, it was possible to create Checkpoints in Laamp's Shade which impacted Minigame start points
With the 'Create Checkpoints' assist active, Dreadmaw wouldn't appear if checkpoints were made outside its trigger zones
Loading a checkpoint from the overworld would reset the stage timer
The dragonfly bridge in Quick Pip Runner was killable, causing issues for players that didn't reach the next checkpoint
Conveyor belts would continue to push you during a throw animation, displacing your camera position
Enemies could sometimes fall through moving platforms
It was possible to bounce on enemies while upside down on a ceiling
It was possible to (often accidentally) get the "Turtle Tennis" and "You're Out!" achievements by chaining hits off an unkillable enemy
It was possible to get the "Shooting Star" achievement by licking enough flowers in a level with Hue, the timer never reset after losing speed
It was possible to softlock by getting stuck entering a bucket and cannon over and over
Preloading a save file containing a checkpoint and then loading a new file would carry the saved checkpoint status across
Secondary bindings were interfering with the Glide action
Clearing a binding on controller would refresh the controller state, making it press again every second frame
Erasing a save file on the secret screens when you had a full team would unstick the camera from its location
V1.0.7 introduced a bug that voided 'Broke' status in a stage if you touched a Buddy Bubble, Checkpoint Bubble or unspawned Moon/Comet Coin
Visual Fixes:
Camera panned up too quickly when heading down to the bottom left of Dropdash Chaparral
Broke/Pacifist progress wouldn't show on stage markers until after beating the game or enabling modifiers, causing confusion
Button prompts would change from controller to keyboard on keypress, but wouldn't change back unless a different controller was pressed
Enemies flying off the screen after dying would flicker on stages with screen wrap
Quality of Life:
It was possible to buffer TagTeam/Piggyback before a cutscene ends up but not Jump/Attack - now all can be buffered
Chaos Mode:
A scrollbar would appear in the middle of the pause menu behind the text
Gravity modifiers were only applied every second frame
Coin Magnet/Repel was only applied every 5 frames
Invisible Stage Goal modifier made the Goal flicker every few frames
Invisible Baddies modifier made Grabba flicker every few frames
Randomizer:
Game would softlock when entering a warp that leads to a soul link bonus due to the cutscenes interfering
Lava Pike Polder wouldn't randomize due to a missing setting
Removed "No Music" from the Music RNG Pool
Entering a bonus would often stop the music
Source
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