Difference between pages "Template:Recent Updates" and "1.8.3"
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=== 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. | |||
[[Category:Version history]] |
Latest revision as of 20:02, 15 September 2023
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.