[MINOR UPDATE] v1.02 (actually kinda big)
FIXED
- hopefully fixed most if not all issues with pause menu strangeness
- fixed incorrect font credit
- fixed some menu sfx not playing correctly
- fixed being able to pause during credits
- fixed game thinking you were in boss/server practice mode if you entered practice mode, quit, then continued a story mode game
- fixed various minor issues resulting from the "Save Every Room" gameplay option
- PSN: fixed incorrect boss healthbar capitalization
- HDD: fixed some room lock triggers being triggerable more than once
- HDD: fixed Jack-in-the-Box damage immunity flash getting stuck on sometimes
- EKI: fixed spike desync in one room
- EKI: removed some tiles that were floating in space in boss room
- EKI: fixed screen flashing when a Molotov died off-screen
- CHU: small cutscene fix
- CHU: yet another attempt to prevent hitching when glitch vfx plays at end of boss
- PSN2: fixed inconsistent boss wing attack speed
- PSN2: fixed [REDACTED] sprite not showing correctly during boss wing attack
ADDED
- new setting to boost brightness of PUR background. a faint silhouette of the level should be visible, but some players saw a pure black background (I was able to reproduce this by plugging my laptop into a TV via HDMI)
- game version text now appears on title screen and pause menu
- config settings now wrap around from min to max values and vice-versa (except screen mult)
- cursor memory for title screen, config menu, and arcade mode screen
- PSN: added gate to checkpoint 1 that unlocks once you've hit the altar (auto unlocks on room load in arcade mode). this is to ensure players realize that the altars are important
CHANGED
- renamed arcade mode "full run" to "gauntlet"
- My buddytoad22484 kept calling "full run" "gauntlet" and i thought that sounded cool so that's the official name now :3
- made it less likely you'll accidentally skip dialogue
- reworked How To Play menu
- HDD: made a room in the first checkpoint very slightly easier
- EKI: made terminal hitboxes slightly taller since players often undershot when approaching from above
- EKI: fire now collides with your body instead of your feet
- EKI: moved boss computers very slightly away from the fire
- PUR: removed bomb buttons from Clamper room. fight it yourself! it's better this way anyways, trust me ;)
- PUR: boss pickup orbs are quicker to reach you and easier to pick up
- PSN2: slightly adjusted bump direction/force for some boss attacksPSN2: made it ever so slightly easier to use a certain strategy for dealing with the boss bullet maze attack. i wonder what this strat could be...?
X-YZE
Bump combat action with a mysterious short story.