Fixed a freeze that would happen occasionally, especially in the factory boss level Fixed a small gap in geometry Fluros could trip on in the hub You can now go back and fight the Golem a second time if you return to the level (door was blocked before) Fixed a crash that would sometimes happen in the end game sequence
Hardware Detection: -Failure to meet GPU requirements will result in a detailed error message at startup.
Player Movement: -The player is no longer prevented from jumping if he is doing his land animation. Makes jumping more fluid -Made the minimum jump smaller and the maximum jump longer. -Made the player fall faster if he releases the jump button early. -Ladder climb is now slightly faster -Removed a small visual glitch when exiting a ladder -Replaced all small cranks with smaller ones that are turned by hand, adding a new hand-turn dynamic animation.
Difficulty adjustment -Added checkpoints in Factory lava sections -Added lights to warn when mashers were about to strike to give the player more of a hint. -Added checkpoints around tricky jumps in Mines -After dying, the player will keep the liquid in their backpack, unless they had more at the last checkpoint. -Small groups of purple reactant will no longer be able to kill you (it will still damage you). -Made the drinker explosion more powerful, prevents problems in some puzzles. -Added a 'gamepad recommended' icon to the title screen.
Bugs -Players who made it to the end level in an earlier build would lose the ability to suction glow goo when they updated to current build. Fixed. -Made some geometry thicker in the orchard where the player could fall through it -Machine #9 in Factory was not accepting steam sometimes, fixed. -Lever on upgrade machine would stick sometimes, fixed. -Tweaked some buttons that Operators could slip off of. -Clicking to close a GUI menu will no longer fire the gun. -Releasing the fire button while the mouse cursor is outside the window will now stop the gun from firing. -Swing animation only happens when pressing left or right now. -Game can now be paused during the opening sequence, allowing the player to exit and change options then. -Ladder sound would miss a footstep when descending, fixed. -Adjusted some jump pads to work with new jump changes -Made some puzzle doors permanently open, in case you die before you start the machine they expose.
- fixed black screen artifacts when external gpu utilities enable forced anti-aliasing. - GUI icons will now show keyboard visuals if controller is plugged in but not being used. - In fullscreen mode, mouse now locks to display - In fullscreen mode, screensaver is disabled. - added config options to force resolutions and enable supersampling
Vessel v1.06 - Added a keyconfig option. Open 'keyconfig.ini' in the Vessel folder using a text editor to customize the keys. - Fixed a problem with the ending not displaying the correct result (an important asset could go missing in certain circumstances) - Removed some exploits for getting extra protoplasm - Fixed a crash in the orchard level at the end of chapter 2 when loading a save game - Fixed an exploit on the first orchard puzzle - Added a missing wall allowing an exploit in factory chaser puzzle - Altered a factory puzzle that was too easy if you got the chaser seed then backtracked. - Fixed a wall you could fall through off a ladder in factory - Fixed an elevator not working well if you recall from the top in factory - Can no longer grab the big tree - Can no longer grab seed jar bubbles out of the samplers - Damage screen was showing at bad times - Player emotes during intro now when door closes - 'Finishing the Accelerator' journal entry now appears even if you don't go up and look at the chalkboard immediately. - Fixed a crash in the factory when using seeds by the spinning fan puzzle