Full notes
Full XECUTER update
Read the full published notes in a cleaner layout. The original post stays linked below.
What changed
- Gameplay
- Maps
- Performance
- Fixes
- Balance
- Workshop
XECUTER changes
New Features:
Added more rooms to the Temple, Ocean Stages.
Adjusted areas in Desert and Brewery Stages with more platforming opportunities and areas.
Bug Fixes:
Fixed crash after beating Wilson (Powerplant Main Boss)
Quick Select Prompt from the weapons menu appears on the stage select.
Water splash appears when bulb weapons breaks.
Being able to clip through the floor by jump next to the top of a ladder.
Clipping under some solid object via morph bombs.
Clipping into walls by dashing into at certain times
Gold Star flying in cutscene replaying when re-entering the construction part 2 stage again from another checkpoint, causing the player to start where the first checkpoint platform is after the truck collision.
Jellyfish enemy is not functioning as intended.
Tookie and Pellet Bot enemies not shooting bullets.
Can perform Fireball Dash by rocketing upward with the Rudy Chestings and without the Ruby Helmet.
Nitro Blazer Dash Shield occurs if you have Sapphire Chestings, NOT the Sapphire Helmet.
Armmings getting destroyed in the Armmings Slot when using the quick select.
Can select further down beyond the inventory in small chest menu, (Can cause crash if you assign items to these unused inventory slots)
Resolved Issues:
Brewery Stage - Missing Conveyor Trigger.
Brewery Stage - Removed Invisible wall blocking chest in Vents.
Powerplant Stage - Fixed area where player can’t escape ceiling magnets.
Fixed Collision/ Invisible walls in Crystal Temple, Construction, Desert, and Metro Palace Stages
Pipeline Stage - Drills not masked properly in the underbelly area.
Armor not appearing Gold Star in Cutscenes
Wave Snipers parts were blue and not green when killed in Pipeline Stage.
Arctic Stage - Certain tiles not animating.
Electric Tank Enemies no longer fall off platforms
Qol Improvements:
Better Camera views in many areas of all the stages.
Added Hit effects for Drill, Gear, Saw, Star, and Boomer-rang Weapons.
More Graphical and Code Optimizations
Miscellaneous:
Add more enemies to Desert, Temple and Brewery Stages.
Cleaned up Temple Stage Visuals.
Changed Bulb Bomber explosion to be more like the upgrade morph bombs.
Bulb Busters and Bombers create 12 small bullets in different directions upon impact.
All spike ball weapons are stronger, (double damage output).
Cleaned up item ids in chests for Desert stage.
Cleaned up layout of Ocean Stage
Spike balls, Advance Battleaxes/Axe weapons don’t destroy Red Block
Adjusted Hitbox of all the Staff/ Hammer Weapon Bullets (Less likely to get stuck in walls after shooting)
Source
Changelog.gg summarizes and formats this update. How we read updates.
