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Update (v1.3.0)

Hi everyone!

SGQ v1.3.0 is finally out. This is a bigger update as it offers a lot of new polish, some new content, a few overhauls, and a complete resprite of Starter (and a few other characters). I still plan to do more with this game in the future, but for now this should be a pretty big upgrade. Patch notes below!

[h2]Patch Notes[/h2]
[h3]New Stuff[/h3]
  • Starter has been completely resprited with a bigger, more accurate sprite. Also includes smoother animations. Affects gameplay in minor ways such as where projectiles are shot from, but otherwise doesn't change the player's collision or hitboxes
  • Just like Starter, Pauline and Halt have received similar new sprites, making them more accurate to their designs and giving them smoother animations
  • Added a small new section to Grassfields and The Undergrowth, which functions as a shortcut and a second path between the two areas
  • Added another shortcut inside the Haunted Chateau, allowing you to access the boss room from both directions after you've visited it once

[h3]Changes & Improvements[/h3]
  • Improved ground detection and slope physics somewhat
  • Visually improved the projectiles for the Flare Bomb weapon
  • Burst Bubble should now follow gravity correctly during falling/low gravity boss fights
  • You can now try to enter The Undergrowth early, but you can't get inside without the vertical Airdash upgrade. This should be more natural to the progression of the game (unlike before, where two NPCs arbitrarily blocked off the area instead)
  • Made the boss room during the 1st Komo boss fight slightly wider
  • The Red Reaper enemies now glow during their idle animation as well, and the glow has been made stronger overall. This should hopefully make them stand out more visually
  • The arrow above Starter that indicates interactive objects is no longer visible when the player is locked from interacting with anything (ex: during certain boss fights)
  • Changed the Water Well Passage map slightly, so Pauline gets less stuck on certain spots
  • The bridge in front of the Haunted Chateau now updates properly with the map
  • The volume of the BGS intro when launching the game should now properly follow your volume settings
  • The item get jingle has been slightly changed and is somewhat lower in volume
  • The sfx volume on the Aircraft during some cutscenes has been lowered slightly
  • Admo in Starter's Core now has more dialogue on general, and his dialogue updates properly with story progression
  • The Quit and Resume options in the pause menu are now actual buttons. This also means they can both be used on controllers and won't require a keyboard

[h3]Bug Fixes[/h3]
  • Due to the improved ground detection and slope physics, certain bugs and weird behaviors should be mostly fixed (ex: not being able to crouch on certain slopes, not always being able to jump when going up a slope, etc)
  • Fixed a bug with a specific enemy projectile in later areas of the game that would fail to fire sometimes
  • Fixed a bug in Deep Factorium where enemies and other obejcts weren't properly set up between the two sections, sometimes causing things to appear/disappear when they weren't supposed to
  • Fixed a glitch where you could get a 16th Energy Tank, but it wouldn't increase your battery any further. Now you should be able to reach 32 battery by getting every Energy Tank in the game


- Felix