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  3. Update 1.3 – Non-integer scaling, gameplay + scoring changes, balancing

Update 1.3 – Non-integer scaling, gameplay + scoring changes, balancing

Update 1.3 Patch Notes

Display
  • The fullscreen option now uses Exclusive Fullscreen and non-integer scaling (this means the game will try to fit the entire screen in this setting and should also reduce input lag)


Gameplay
  • You now create a small circular area at the end of each dash that clears projectiles for a fraction of a second. This should make dashing safer, as it gives you more time to readjust to the situation
  • Dash now deals slightly more damage
  • Enemies now blink when near death, indicating they can be killed with a single dash


Scoring
  • You now start losing your chain multiplier after a 1.5s delay. Touching enemies with your shot, using your dash, and collecting HP pickups resets this duration. This allows you to maintain your multiplier across the entire level for a much higher score
  • Your overall multiplier is now capped at ×16
  • Reaching certain score thresholds rewards you with +1 HP (250000, 500000, 1000000, 2000000). Your score will become brighter and orange when you get close to these thresholds
  • Style points are now awarded one by one during chains
  • Bosses now display a timer in the top-right corner of your screen
  • Using a non-damaging dash during a boss fight incurs a 20s penalty to the timer
  • You are awarded points based on the time left when you defeat the boss
  • Some transitions have been shortened slightly to prevent breaking your slice chain


Balancing Level 2
  • Various enemies no longer deal contact damage
  • Some attacks from the midboss have been toned down in both Novice and Arcade mode
  • The boss now uses aimed projectiles in Phases 1 and 3 instead of random bursts of projectiles


Level 3
  • The Eel's fire rate has been reduced
  • The Jellyfish wave now behaves differently to be slightly more dangerous
  • The Brain bonus boss no longer deals contact damage


Visibility
  • Jellyfish in the background of Level 3 have been resprited to be less distracting
  • Shockwave attacks in Level 3 are now slightly brighter.
  • Missile projectiles have been resprited to be brighter.
  • The first boss's laser is now displayed on a lower layer so it does not hide projectiles during the fight.
  • The tentacles of Jellyfish enemies are now brighter.


Music
  • The track Hope of Molybdion was changed for better mixing.


Bug Fixes
  • Fixed a crash that occurred when using the mouse to spam-click certain buttons.