Patch release - improvements and fixes
[p]
[/p][p][/p][p]Thanks for all your feedback! We've listened, adjusted and fixed some things in this patch release. Here are the details.[/p][p][/p][h3]General Changes[/h3]
[/p][h3]World 4[/h3][p]Unravel The system[/p]
- [p]The main characters in the main menu are now more animated.[/p]
- [p]The Level Complete screen now scales better with wider screen resolutions.[/p]
- [p]Boss Keys have an even greater glow to them.[/p]
- [p]Charger enemies (rolling bugs) now have a new sound effect when knocked out.[/p]
- [p]The camera now slightly tracks Boss Keys.[/p]
- [p]Returning to the main menu and then going back to Co-op with a controller should no longer force you to click the “Let’s Go” button with a mouse to continue.[/p]
- [p]Pearl indicators next to level names should no longer be displayed above other UI elements.[/p]
- [p]Unlocking a Challenge Level now plays a sound effect as intended.[/p]
- [p]Jumping off a cliff with an inactivatable Cloud powerup no longer crashes the game.[/p]
- [p]Colliding with yourself while sitting on a wall with the Spike Shoes powerup and dying as a result no longer changes the powerups on one of the characters.[/p]
- [p]Steam Vents and Stovetops now pause with the rest of the game when a level is completed.[/p]
- [p]Altered geometry of a cliff to prevent players getting stuck in a strange fashion[/p]
- [p]Altered geometry of several cliffs to prevent players getting stuck[/p]
- [p]Slightly altered the geometry of the cliff next to the sleeping swine to be diagonal.[/p]
- [p]Replaced the broken platform in front of the Cage with a regular dirt platform.[/p]
- [p]Tweaked spike placement to lessen frustration[/p]
- [p]Changed the geometry of the walls at the end of Checkpoint 2’s platform to avoid players potentially getting stuck in a corner.[/p]
- [p]Made the segment after Checkpoint 3 slightly easier to do by increasing the size of the middle platform.[/p]
- [p]Removed the spike pillar to the left of Checkpoint 5.[/p]
- [p]Changed the ground underneath the cannons next to the last Checkpoint to remove a way to cheese the segment (sorry).[/p]
- [p]Fixed an issue where players could get stuck on a mountain during the ending destruction frenzy.[/p]
- [p]Smoothed out some cliffs to decrease chances of getting stuck[/p]
- [p]Removed the mine at the very start of the level.[/p]
- [p]Changed the position of the Checkpoint 3 Platform to avoid an instant death if you spin clockwise and don’t adjust your arm after respawning.[/p]
- [p]Fixed the shadow of some walls not displaying correctly.[/p]
- [p]Removed some of the wall to the left of Checkpoint 1.[/p]
- [p]Improved clarity for the intended path to minimize confusion[/p]
- [p]Made several sections less cramped and narrow[/p]
- [p]Adjusted geometry of the cliff after getting the powerup to decrease the chance of players getting stuck on it.[/p]
- [p]Removed some of the “doorway” walls between rooms.[/p]
- [p]Widened some of the Falling platforms in the first segment.[/p]
- [p]Moved two of the mines, and added more platforms to stand on, in the segment after the first Checkpoint to make it easier.[/p]
- [p]Filled in a hole next to Checkpoint 3.[/p]
- [p]Moved the starting position back a little so that the timing with the first Fireball lines up better.[/p]
- [p]Added a checkpoint earlier in the level.[/p]
- [p]Made the segment after Checkpoint 2 easier by giving the player more time to spin between platforms.[/p]
- [p]Changed the placement of the small platform next to the Spike shoe powerup to make the segment flow smoother.[/p]
- [p]Replaced one of the broken wood platforms with a wall to make it clearer which character should be standing on which platform. And to make it easier to plan for the next segment.[/p]
- [p]Made the Cannon + Steam Vent segment after Checkpoint 4 significantly easier.[/p]
- [p]Adjusted the walls around every Checkpoint to help in getting the correct sliding direction for the upcoming segment.[/p]
- [p]Removed excess walls to increase loading time.[/p]
- [p]Fixed some of the water in the first water pool not extending all the way to the wall.[/p]
- [p]Moved the Pearl collectable to a more interesting (and more difficult to reach) spot.[/p]
- [p]Fixed some of the walls at the end of the level not colliding with the player’s arms.[/p]
- [p]Filled some of the holes with water.[/p]
- [p]The Spike powerup can no longer be picked up while it is flying away from the player.[/p]
- [p]Now has the correct name on the in-level nameplate.[/p]
[/p][h3]World 4[/h3][p]Unravel The system[/p]
- [p]Changed the starting position of the mechanical platform next to Checkpoint 3 so that it is easier to reach if the previous mechanical platform of the same color wasn’t moved all the way.[/p]
- [p]Added a missing Pearl collectable.[/p]
- [p]Fixed the shadow of some walls not displaying correctly.[/p]
- [p]Added tablecloths to table platforms.[/p]
- [p]Fixed the shadow of some walls not displaying correctly.[/p]
- [p]Added tablecloths to table platforms.[/p]