Patch 16: The ULTRA_REVAMP Update
[h3]Additions:[/h3]
[h3]Level Changes:[/h3]
[h3]Enemy Changes:[/h3]
[h3]General Changes:[/h3]
- Added Encore levels 0-E and 1-E
- Added per-material footstep and scrape sounds
- Added per-material environmental impact and scrape particles
- Added performance option for disabling environmental impact particles
- Added new death sequence
- Added new main menu
- Added new HUD
[h3]Level Changes:[/h3]
- Reworked all levels in Act I and Act II to improve visual parity
- All levels now have a baked lighting system that greatly improves performance
- Each type of terminal now has a unique model
- Each type of altar now has a unique model
- Red and blue skulls and altars now have different carved symbols on them to help colorblind players
- Added an electric wall that can be dashed through in the dash tutorial
- Added two new secrets in 0-3 and 0-4 each
- Added visual noise effect when nearby Something Wicked for players who had difficulty hearing it
- Something Wicked now always runs once the player picks up the red skull
- Something Wicked's bestiary entry no longer shows what it looks like
- 1-1 Nailgun magnet tutorial now resets the blue Nailgun's ammo to maximum
- Changed the path to one of 1-2's soul orbs
- Changed the placement of one of 1-3's soul orbs
- 1-3 red skull path drop now ends in the opening hall instead of the blue skull path
- Added a shortcut to 3-2 (requires Alternate Nailgun)
- 3-2 Gabriel's axe throw now functions as one large projectile instead of two small ones
- 4-4's Whiplash Hard Damage tutorial has now been moved to the first dry arena in 5-1
- Added belly flop to 4-S
- Changed how the camera tracks the player in 4-S for easier distance gauging
- Changed how air momentum works in 4-S for easier precision platforming
- Stamina is now shown on wings in 4-S
- 5-2 and 5-4's water now deals a flat 20 damage and bounces the player upwards instead of dealing a non-lethal 50 damage and teleporting them back on ground
- Changed method for finding one of 5-3's soul orbs
- Leviathan now has a new phase
- Leviathan's projectile barrage is now a set pattern rather than randomized
- Leviathan's lunge is now properly parriable
- Added upside down city in 6-1
- Changed the hookpoint platforming segment in 7-4 into a tutorial for magenta attacks
- The 7-4 countdown length now depends on difficulty
- Updated 7-4 explosion sequence
[h3]Enemy Changes:[/h3]
- Schisms now fire slower projectiles which connect to each other via damaging beams
- Radiant enemies now have a visual and sound effect for spawning or turning Radiant
- Radiant Idols now cause their target to become Radiant when destroyed, rather than when active
- Blessed enemies have a new visual effect to make them more distinct
- Gabriel's spiral swords no longer break on hitting the environment until launched at player
[h3]General Changes:[/h3]
- Ground slam shockwaves no longer cost stamina
- Ground slam shockwave hold now has a delay to reduce chances off accidental use
- Ground slamming on airborne enemies will launch them downwards
- Player can now slam bounce by jumping off of enemies, even if the slam killed that enemy
- Increased the damage radius for ground slam
- Increased the radius for jumping off enemies
- Simplified punch exhaustion and made the arm HUD icon display it
- Added a cooldown for conductive objects to reduce extremely complex recursive conduction loops
- Bloodstains now account for curves, corners and edges, rather than staying flat and floating in the air
- HUD messages now scroll in quickly instead of appearing all at once
- The "Checkpoint" option in the pause menu is now disabled until the player has activated one
- Levels that have multiple checkpoints with the same name in the Teleport cheat menu will now have a number appended to differentiate them more easily
- Removed "Simple Nail Physics" performance option (now always on, since there's no downside to it)
- Reduced Cerberus radiance speed bonus from 1.5x to 1.35x
- Fixed options menu navigation for controllers