1.8.3: Difference between revisions
Jump to navigation
Jump to search
mNo edit summary |
m Added proper bullet points |
||
Line 2: | Line 2: | ||
==== New Features ==== | ==== New Features ==== | ||
*Cold Man has his missing heal resistance to ice weapons when they are not set as a weakness. | |||
*Sun Rays, adds visual effects at the top of water. | |||
*Time bombs now can be set with a zero delay to instantly explode after activation. | |||
==== Changes ==== | ==== Changes ==== | ||
*Online Builder is no longer in maintenance. | |||
*Weapon Block and Weapon Barriers now show the weapon icon and colors in the builder. | |||
*Astro Door Horizontal can now push the Lighter Push Block. | |||
*Weapon can now be removed from the list of weapons by right clicking on it on the builder menu. | |||
*Oni Robo Wind machines no longer push Gori Three Rocks but only Lighter Push Blocks. | |||
*Shell'n weakness to Electric Shock was missing. | |||
*Better performances when the level uses a lot of backgrounds. | |||
*Better performances in long sections. | |||
==== Fixed Bugs ==== | ==== Fixed Bugs ==== | ||
*GB Crystal Spikes are badly cropped. | |||
*The following Spikes are reversed horizontally : Clash Spike GB, Clash Spike GB (Alt), Wily Spike GB II, Wily Spike GB II (Alt). | |||
*Icon for Wily Spike GB II in the builder menu is the wrong color. | |||
*Tengu BG (Animated) can sometimes desync from one screen to another. | |||
*Astro BG 3, 4 and 5 can sometimes desync from one screen to another. | |||
*Super Arm does not trigger Soccer Ball Jet. | |||
*Super Arm does not trigger Kakinbatank's movement. | |||
*Super Arm draws above certain objects such as enemies. | |||
*End of Credits do not scroll to the right position. | |||
*When there's multiples Oni Wind Generators, the speed for pull and push is inconsistent depending on positions. | |||
*Astro Door stops moving after a screen transition while in movement. | |||
*Oil Slider on moving platforms acts differently than it was in previous versions. | |||
*Hell Metall DX can drop pickups when the threads are destroyed. | |||
*Target animation doesn't stop when time is stopped. | |||
*Target rails are still active and moving targets while time is stopped. | |||
*Weapon Barriers and Weapon Blocks are not acting as a wall of section anymore. | |||
*Astro Door Horizontal going into each other gets stuck. | |||
*Yellow Devil placed vertically between two sections damages player during transition and boss intro. | |||
*Wily Machine 6 gets stuck during a jump when moving platforms enter it. | |||
*Big Pets platforms behave incorrectly with certain projectiles. | |||
*Cold Man's Ice Wall loses all speed and rises in water when a single pixel touches water. | |||
*Giant Springer's missile goes invisible as it flies a certain way. | |||
*Cold Man's Ice Wall breaks early when it hits a screen edge with a connected screen by transition. | |||
*Dark Man 3's stun causes the player's colour to change while stunned when opening, closing the pause menu or when switching weapons on pause menu. | |||
*Dark Man 3's stun causes the player's colour to return to Command Select's default colour instead of the currently selected weapon's colour. | |||
*Super Arm blocks placed by the player do damage to the Acid Drop Spawner. | |||
*Soccer Ball Jet activates and damages players when they are at rest and the player is under them. | |||
*Dynamo Conveyors may crash the games when on edge of screens at start of the level. | |||
*Dashing with Bass and swapping to Charge Kick weapon gives the wrong hitbox to the player. | |||
*Magnetic Coil SFX can be heard from outside of the section. | |||
*Magnetic Coil SFX doesn't stop when leaving the section. | |||
*Hyoey SFX doesn't play properly when another Hyoey is dead or out of section. | |||
*Plasma's connection SFX doesn't play properly when another group of Plasma are connected on the section. | |||
*Plasma's connection SFX doesn't stop playing when leaving the section. | |||
*Surumaker in water is not able to track the player properly. | |||
*Shooting Tornado Hold while inside Waterfalls makes the projectile teleports. | |||
*Switching weapons to or from Power Adaptor while shooting locks up player controls. | |||
*Certain bosses do not target Copy Vision when it is made. | |||
*Bosses always target Copy Vision even when it is not a primary or secondary weakness. | |||
*Water animation can get desync after a transition. | |||
*Icicle spawning on a jumpthrough moving platform may crashes the game. | |||
*Icicle cannot spawn if overlapping with Spinning Wheels on spawn. | |||
*Ice Wall does not properly lose durability to hitting enemies or bouncing off walls. | |||
*Spark Shock teleports to enemies starting position when they are stunned and despawned. | |||
*On/Off Ladders make enemies move up slightly when transitioning while over them. | |||
*Boss projectiles are drawn behind plates. | |||
*Hornet Chaser is drawn under yoku blocks. | |||
*Brain Break does not properly take damage from Ballade Cracker. | |||
*In the editor water goes through some things it should not. | |||
*Jewel Satellite does not destroy small masked projectiles like the ones from Hot Dog. | |||
*Music Changer on transitions doesn't work properly. | |||
[[Category:Version history]] | [[Category:Version history]] |
Revision as of 12:54, 6 June 2024
Version 1.8.3 (01/01/2023)
New Features
- Cold Man has his missing heal resistance to ice weapons when they are not set as a weakness.
- Sun Rays, adds visual effects at the top of water.
- Time bombs now can be set with a zero delay to instantly explode after activation.
Changes
- Online Builder is no longer in maintenance.
- Weapon Block and Weapon Barriers now show the weapon icon and colors in the builder.
- Astro Door Horizontal can now push the Lighter Push Block.
- Weapon can now be removed from the list of weapons by right clicking on it on the builder menu.
- Oni Robo Wind machines no longer push Gori Three Rocks but only Lighter Push Blocks.
- Shell'n weakness to Electric Shock was missing.
- Better performances when the level uses a lot of backgrounds.
- Better performances in long sections.
Fixed Bugs
- GB Crystal Spikes are badly cropped.
- The following Spikes are reversed horizontally : Clash Spike GB, Clash Spike GB (Alt), Wily Spike GB II, Wily Spike GB II (Alt).
- Icon for Wily Spike GB II in the builder menu is the wrong color.
- Tengu BG (Animated) can sometimes desync from one screen to another.
- Astro BG 3, 4 and 5 can sometimes desync from one screen to another.
- Super Arm does not trigger Soccer Ball Jet.
- Super Arm does not trigger Kakinbatank's movement.
- Super Arm draws above certain objects such as enemies.
- End of Credits do not scroll to the right position.
- When there's multiples Oni Wind Generators, the speed for pull and push is inconsistent depending on positions.
- Astro Door stops moving after a screen transition while in movement.
- Oil Slider on moving platforms acts differently than it was in previous versions.
- Hell Metall DX can drop pickups when the threads are destroyed.
- Target animation doesn't stop when time is stopped.
- Target rails are still active and moving targets while time is stopped.
- Weapon Barriers and Weapon Blocks are not acting as a wall of section anymore.
- Astro Door Horizontal going into each other gets stuck.
- Yellow Devil placed vertically between two sections damages player during transition and boss intro.
- Wily Machine 6 gets stuck during a jump when moving platforms enter it.
- Big Pets platforms behave incorrectly with certain projectiles.
- Cold Man's Ice Wall loses all speed and rises in water when a single pixel touches water.
- Giant Springer's missile goes invisible as it flies a certain way.
- Cold Man's Ice Wall breaks early when it hits a screen edge with a connected screen by transition.
- Dark Man 3's stun causes the player's colour to change while stunned when opening, closing the pause menu or when switching weapons on pause menu.
- Dark Man 3's stun causes the player's colour to return to Command Select's default colour instead of the currently selected weapon's colour.
- Super Arm blocks placed by the player do damage to the Acid Drop Spawner.
- Soccer Ball Jet activates and damages players when they are at rest and the player is under them.
- Dynamo Conveyors may crash the games when on edge of screens at start of the level.
- Dashing with Bass and swapping to Charge Kick weapon gives the wrong hitbox to the player.
- Magnetic Coil SFX can be heard from outside of the section.
- Magnetic Coil SFX doesn't stop when leaving the section.
- Hyoey SFX doesn't play properly when another Hyoey is dead or out of section.
- Plasma's connection SFX doesn't play properly when another group of Plasma are connected on the section.
- Plasma's connection SFX doesn't stop playing when leaving the section.
- Surumaker in water is not able to track the player properly.
- Shooting Tornado Hold while inside Waterfalls makes the projectile teleports.
- Switching weapons to or from Power Adaptor while shooting locks up player controls.
- Certain bosses do not target Copy Vision when it is made.
- Bosses always target Copy Vision even when it is not a primary or secondary weakness.
- Water animation can get desync after a transition.
- Icicle spawning on a jumpthrough moving platform may crashes the game.
- Icicle cannot spawn if overlapping with Spinning Wheels on spawn.
- Ice Wall does not properly lose durability to hitting enemies or bouncing off walls.
- Spark Shock teleports to enemies starting position when they are stunned and despawned.
- On/Off Ladders make enemies move up slightly when transitioning while over them.
- Boss projectiles are drawn behind plates.
- Hornet Chaser is drawn under yoku blocks.
- Brain Break does not properly take damage from Ballade Cracker.
- In the editor water goes through some things it should not.
- Jewel Satellite does not destroy small masked projectiles like the ones from Hot Dog.
- Music Changer on transitions doesn't work properly.