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Minor Improvements and Bug Corrections - Version 1.12

Version 1.12 is out!

This version brings the following modifications and improvements:
  • The buttons assigned to the main commands are now displayed during the intro level as soon as each of them become available;
  • The "XInput" prefix was removed from the names of the XBox One controller buttons;
  • The default button for Superposition is now the L-Trigger instead of the A button. For generic controllers, it's now the Button 5 (which is usually also the lower left shoulder button);
  • It's now possible to skip the "Zombie Cat is typing..." indicator during dialogs;
  • Zombie Cat's messages can only be skipped after being displayed for a few frames (to prevent accidental skips when the player actually intends to skip the indicator);
  • Some dialogs had lines that were automatically skipped when a character was interrupted while talking. This was intended as a way to make dialogs more dynamic, but it was generally received as a frustrating feature so, it was removed;
  • The first yellow platform on the intro level was positioned a bit higher so that the player can explore the upper floor earlier to view all of the puzzle components (this doesn't change the solution itself);
  • Part of the final puzzle of Sector 42 was modified, the wormhole loops on the narrow passages were removed. They didn't add to the puzzle complexity and the method to escape them, although simple, wasn't obvious. That would lead players to just move randomly until they got to the side they wanted and then tell me that made them mad.


In addition, the following bugs were corrected:
  • The Attack command was mistakenly enabled after the first green door was openend (therefore, before Alexander is told he has a sword);
  • Quickly entering and leaving a zone that has dynamic camera movement could cause sudden camera repositioning (instead of a smooth transition);
  • Sometimes, for a very brief moment, spinning blades could play their sound effects even when they were out of the hearing range;
  • When two yellow switches were close enough, it was possible to throw a yellow crystal in such a way that it would reach the activation range of both switches at the same time. That would cause one switch to activate properly and the other one to be stuck on a permanent inactive state;
  • Quiting the game in the Main Generator area and then imediately loading another playthrough in an area that share visual assets with it would cause this new area to draw its lamps turned off;
  • Shadow spikes reloaded from a chepoint recovery would stop causing damage.


So, did I miss something? You can yell at the developers* here!!! :D

*There is just one developer, you can still yell at him** though.
**He is actually me. Also, I get scared when people yell at me. Please, don't do it.