Good Wednesday, Avalicians! This update includes more balance tweaks, some bugfixes including a concerning softlock in the Battlesphere lobby, and some additional NPC dialog to the Gallery in the postgame.
General - If the player's first Time Capsule is collected in the Battlesphere, the prompt will now indicate that one capsule can be found elsewhere in Avalice. - Fixed Tidal Gate, Nalao Lake, Sky Bridge, Lightning Tower, and Ancestral Forge, and Magma Starscape having the wrong vinyl IDs on the world map. - Corrected the description of the Strong Revivals potion to read "You recover more life petals when reviving." - Added some code to the NPC script that should more reliably return control to the player if a cutscene suddenly starts. - Using Air Forward attack as Neera should no longer reduce her X velocity to the speed cap if she was already over the speed cap before performing this move. - The Speed Hunter badge will now correctly check to see if the stage was completed under par time, instead of simply checking if the stage was completed with the Time Limit brave stone equipped.
Input - Fixed the timeout for binding new controls so that it doesn't remove the existing key bind. - The title screen button prompt now defaults to the Pause button, as it did prior to version 1.0.6f.
Continue Screen - The cost of continuing at the last checkpoint now scales with your total crystals. The cost is half of your total crystal count rounded to the nearest hundred, with a minimum cost of 100 and a maximum cost of 500. - Increased the cap on the number of crystals you can earn from the punching bag from 20 to 100. This ensures that it's always possible to afford the price, albeit with a few minutes of punching for players with no crystals.
Gallery - Bo and Sammy have new lines for when you've obtained the Patron of the Arts badge and finished every exhibit. - Aaa now appears in the Rail Driver exhibit after the game is cleared. - Corazon no longer appears in the museum until the game is cleared, as her dialog was referencing postgame events.
Airship Sigwada - Corazon no longer has hitstun when colliding with guarding players. - Moved the plane switchers that were near an indoor player cannon in Airship Sigwada so that they wouldn't interfere with the cannon's actions and make it unusable.
Battlesphere - Elevators will no longer incorrectly set the game into cutscene mode when they start moving without a player in them. This was causing the hub to softlock when the player attempted to speak to an NPC while an elevator was moving. - Elevators now properly forget the player once the player finishes using one. This fixes an issue when using stairs after using an elevator would forcefully snap players' Y position to the elevator and lift them to their target floor.
Adventure Square - The time capsule in the museum will no longer flip direction to face the player if they move to the right of it. - The activation zones for all museum kiosks have been moved further away from the central lift so that it is no longer possible to examine them and ride the lift at the same time. - The wax figures on the top floor of the museum are now flagged to have players facing them from the right side. - Attempted to fix an issue where the cutscene actor for Lilac would appear in the basement of Goldie's outside of cutscenes after a certain point in the story, by moving the actor outside of the screen boundaries and then having her snap into place when the corresponding cutscenes begin.
Magma Starscape - Hundred Drillion now drops 3 life petals after being defeated.
Merga - Unarmored Merga no longer has hitstun when colliding with guarding players.
Good morning! This is a small patch that addresses some oversights with the new input system. Thank you for your reports!
Input: - The cutscene pause menu is no longer hardcoded to the old input system, so it should now work with the new input system as well. - Fixed an issue where choosing to skip a cutscene would sometimes not automatically unpause the game. - Fixed controllers mapping Pause to the "Select" button by default, it should now default to "Start" with "Select" as a secondary button. - Removed empty placeholder slots in the default settings for unknown controllers that may have been preventing them from being able to rebind.
Our controller update is now live! We have migrated the game's input system to use Rewired, which should improve controller compatibility across the board and includes several quality-of-life additions. Check out the patch notes below for more specific details on what's new.
This patch also contains bugfixes and balance adjustments. Thank you again for all of your feedback and support! ♥ The team and I are committed to polishing Freedom Planet 2 as much as we can.
Input - The input system for the game has been migrated to Rewired. - Instead of all input devices sharing the same 27-slot panel, there are three panels for Keyboard, Joystick, and Mouse, allowing for greater flexibility when mapping multiple buttons to the same action. In the Control Settings menu, you can select the Devices option to choose which device to rebind. - A popup window now appears when selecting an action to rebind, with "Change", "Remove", and "Cancel" options. - The game will now remember individual input settings for specific joysticks, so there is no longer a need to rebind controls when switching to a different controller that was previously set up. - Greater stability when unplugging and plugging in controllers while the game is running. - Button graphics are now handled automatically through Rewired's more accurate naming conventions. We currently have button icons for Sony DualShock controllers, and additional button sprites will be created in the future for other common controller types. - The font used for button labels has been changed to be more legible at smaller sizes, and label text will dynamically scale to the length of the name. - During gameplay, buttons prompts in the Action Guide, menu, and elsewhere will dynamically change appearance to reflect the most recently used input device.
Royal Palace / Gong's Dojo - Fixed a line of Leone's that still provided the option to dine with Askal when he is not present. - Reduced the hitbox for Askal's Hundred Hook Punch to better match how the move visually appears.
Shenlin Park - Updated sprites for the drawbridges and monorail trains.
Gallery - The sign for the Parusa exhibit should no longer state that it is down for maintenance when the door is unlocked.
Battlesphere - After completion of the required Mayhem Monday circuit, a new location appears on the World Map above the lobby, Battlesphere Arena, which will take players directly to the Battlesphere menu. - Removed a background star that was appearing over the Battlesphere's fist in the background of the Battlesphere menu. - Fixed the player cannons in Mondo Condo so that they properly move the player to a different collision plane before firing. - Ying has new lines in the Battlesphere lobby after specific story events, and she has a unique drawing for each line. - The lifts in the Battlesphere lobby will now automatically travel to the same floor that the player is on.
Magma Starscape - When Hundred Drillion flies out of the wall, the drill swarms will wait 1.5 seconds before emerging instead of 0.5 seconds. This should provide a safer opportunity to get damage in before the swarms appear, while still requiring good timing to avoid getting hit.
Gravity Bubble - Extended the cutscene activation range for Lilac so that she cannot skip Bakunawa rising by swimming high enough over Merga.
Lunar Cannon - The player's field of view when the stage is dark has been swapped out for a light circle, which should hopefully increase performance on lower end PCs. - The delay before electric floors cause damage after being touched has been raised from 0.83 seconds to 1.3 seconds. The audio cue has been extended a bit to accommodate for this.
Good morning, weekenders! This update targets a few rough spots in the final stages, addresses a few more softlocks and bugs, and makes the beginning of the Time Capsule sidequest easier to find for new players. Progress on the controller revamp is still ongoing, but if there are no major issues with it then we should have an update for it ready sometime next week.
EDIT: Pushed out a hotfix for the big curves in Phoenix Highway halting momentum on collision. The version number is the same. - The game should no longer softlock in the Main Menu after pressing Start Game if a corrupted savefile is encountered. - Fixed an issue where choosing a blank save file, backing out before selecting a character, and then selecting the same file in succession would begin a game with default settings (Lilac, Normal difficulty) without presenting the character select screen again. - Fixed the Auto framerate option targeting twice the screen refresh rate despite the game not supporting double Vsync. - Lowered the volume of Rifle Trooper's charge beams and Shell Growth's missiles. - Fixed incorrect vinyl IDs on the map screen for Sky Bridge and Lightning Tower.
Royal Palace - Leone should no longer provide an option to dine with Askal during the parts of the story where he is not present in the tavern, which was causing a softlock.
Gallery - Move the clear signs a bit higher to prevent Z fighting with the main signs.
Nalao Lake - Increased the hitbox of the Star Card for this stage to try and make softlocks less likely.
Paradise Prime - Florin's elemental charms and Healing Strike potion now cost 3 Gold Gems instead of 4. This price change has been carried over to the Classic mode shop as well.
Inversion Dynamo - Restructured the early upper path that leads to the first cutscene, in order to remove a section the player could potentially get permanently stuck in and to make it easier to understand that the player must backtrack for a bit before they can continue with the stage. - The layout of the upper path before the final checkpoint (with the teleporter maze) has been tightened to make it far less likely that players will travel in circles.
Merga - Supermoon knives and swords are now tagged as Metal and can be blocked with a Metal shield. - Lilith's petal blades and tornado funnel were mistakenly given each other's elements. The petals are now tagged as Wood and the tornado is now tagged as Metal, and they can be blocked with Wood and Metal shields respectively.
Time Capsule Sidequest - Added an animated glow to the time capsule in the museum. - Fixed the glow remaining on the console if the player skips the cutscene while it's active. - In the "You Got A Time Capsule!" menu, the Continue option no longer jitters horizontally. Additionally, a new message box will appear upon collecting the first time capsule to remind players of where they can find more. - Retooled the meter on the HUD in the secret stage so that it does not hide itself again until the alertness level stops decreasing. Additionally, the meter visually resets with each alert level increase. This should make it easier to understand at a glance how the mechanic works and what to do to avoid filling the meter.
We have our third patch ready, and on the third day no less! This one includes extra display options, UI fixes, visual and gameplay balances and more. We are also making progress on improved controller support, but this will need a new menu interface and additional testing before it goes live.
General - Added a Framerate option in the Display Settings. It is Auto by default and will reference the refresh rate of your monitor, but the game can be forced to use a specific target framerate as well. - Building entrances are now prioritized over talking to NPCs. This should make it easier to enter buildings in crowded areas such as the commercial district of the Royal Palace. - Life Oscillation now gives a 20% crystal bonus when used instead of nothing. - Fixed the GalaxyTrail logo on bootup sliding away from the screen too fast on high refresh rates. - Moved the render texture of the main menu to the left so that the curved Dragon Valley terrain doesn't appear on 32:9 ultrawide screens. - The game should no longer randomly softlock when trying to visit the Photograph menu as Lilac, Carol, or Milla while riding gimmicks that deactivate their hair/tail sprite.
Badge Menu - Fixed issues with scrolling getting stuck when viewing Badges in the Pause menu - Badges menus should no longer have an empty row at the bottom. - Badges menus now show the unlocked Badges immediately, rather than after when their Badge message is shown on the screen. - Fixed a few golden Badges that had a silver-lined display when locked.
World Map - Fixed Palace Courtyard, Zulon Jungle, and Nalao Lake having incorrect vinyl IDs on the map.
Player - Fixed the condition logic for underwater Cyclones that allowed Cyclone to be performed if the player holds Down input without checking whether the "air action" has been consumed or not. - Optimized "wall resurrection prevention" conditions for Carol. - Effects and companions of the player: Lilac's boost flame, Carol's roll effect, Milla's cube, Neera's Rune - will now disappear on Crush. - Fixed an issue where fuel canisters would do nothing for Carol if she collected them while grinding on a rail.
Singing Water Temple - The cutscene at Milla's house is now tagged to reset camera boundaries when it starts, which should prevent the camera from getting locked outside during the indoor scene if the player was moving quickly to the left when the cutscene started.
Shenlin Park - Changed tags of terrain near one of the loops on the cruise ship from Solid to Platform to avoid the player getting stuck in it. Not ideal, but will do for now. - Changed tags of terrain under a specific Tower Cannon from Platform to Solid, so that the player wouldn't be pushed under the platform if they destroy the Cannon and another Cannon right above it drops on top of the player.
Avian Museum - Adjusted the color contrast of the orange plant columns to make it easier to tell which parts are solid.
Gallery - Cleaned up the map icon of Parusa. - Acrabelle's door can now be unlocked by clearing Battlebot Revenge without defeating her in her standalone fight.
Phoenix Highway - Corrected the collision on the new big slopes.
Battlesphere - The platform that rises after clearing Galactic Rumble now exists on multiple collision layers as a failsafe for when the player is not on the expected layer. - Updated challenge ID of Lemon Bread's spawner, so it should now properly register when completed.
Shuigang - Moved the second ramp in the palace hallway a bit to the left so that players running quickly enough to the left when entering the secret pipe tunnel are less likely to get caught on it permanently. - King Dail should no longer say his line about Bakunawa in postgame.
Snowfields - Serpentine now stops dashing after detecting a wall collision. - Serpentine now behaves a bit smarter after detecting a wall collision, pointing the blaster away from the wall.
Auditorium - Slightly lowered volume of plasma rings. - Holograms now should move with proper speed on higher refresh rates.
Paradise Prime - Fixed typo in Tatay's dialog.
Magma Starscape - Lava no longer causes crush KO. - Retricted the player's maximum height during the Hundred Drillion fight, as it's too easy to escape the boss by accident while playing as Carol on her motorcycle.
Time Capsule Sidequest - The museum in Adventure Square can now be entered while standing on the ground, since it was too easy for players to miss and assume that the building is just decoration. - Fixed the Magister having mismatched vocals and text in one of his lines in the ending. - Fixed the secret stage bringing players to the last stage they cleared when they attempt to continue after a game over. This was due to the secret stage having a blank name in the pause menu, adding a space to the name corrects this. - Added a hiding spot in the final puzzle room in the secret stage.
Good evening! We were alerted to some pressing issues with areas late in the game, so we have decided to put out a second patch today to address these before we start working on the bigger foundational upgrades.
Thank you so much for the reports, they've been a big help!
General - Increased the vertical activation range of Shell Growth in Tidal Gate and the Battlesphere so that it doesn't become inactive if the player enters the fight at a high position. - Singing Water Temple's music now has a proper loop point. - Background jet streams in Gravity Bubble no longer pull in players if they are KO'd. - Fixed the large curves in some of Phoenix Highway's loops that were appearing pixellated. - Adjusted the lanterns behind the Royal Palace fountain to be visually aligned with the strings. - Removed the period from Dr Tuvluv's name as it was causing her animation data to be misread on the Citizens tab of the global pause menu. - Added extra detail to the borders of the billboards in the tutorial stages, Avian Museum, and Gallery.
Time Capsule Sidequest - In the secret stage, if the player restarted the stage after dying to the boss, they would be immediately warped to the previous checkpoint outside of the boss room immediately after the fight begins, requiring another restart to return to the boss room. - The extended ending was only playing if the secret stage was cleared with Bakunawa still in space on the world map. It should now always play regardless of Bakunawa's world map location. - The Magister should no longer reference events from the extended ending in Carol, Milla, or Neera's normal endings.
Our day one patch is live! This addresses the most common softlocks and other global issues. We'll continue to work on addressing more system-specific issues in a separate test branch.
One specific thing we would like to note is that the Citrix workspace software interferes with the game launching. If you have Citrix installed on your PC, this can be worked around by temporarily disabling its virtual bus in the Device Manager, or by uninstalling the program.
General - Lowered the volume of Storm Slider's electric walls. - Slightly lowered the volume of Lilac's Dragon Boost. - Fixed Merga using Lilac's boost sounds instead of her own in Gravity Bubble. - The spawn point for the solo Lemon Bread boss fight in the Battlesphere was assigned the wrong ID, softlocking the game as it caused no player character to spawn. - Hopefully fixed a potential exploit that would "resurrect" Carol due to forcefully overwriting her KO state when processing conditions for attaching to a wall. - Crushing and falling deaths now hopefully should properly count as KOs, and are subtracted in the end-level result tally. - Player Cannons in Airship Sigwada should no longer interact with KO'd players. - Ancestral Forge's background was not properly switching to the underground version when restarting to checkpoints. A fix has been attempted by adding additional transition zones.
High Refresh Rate Fixes - ProjectileBasic instances with 0 terminal velocity now follow delta time, hopefully fixing some of them being noticeably accelerated at high refresh rates. - Drake Coccoons now hopefully should move at regular speeds at high refresh rates. - Flying Saucers now hopefully should reliably fire their projectiles at high refresh rates. - Pellers now should offload much less bombs at high refresh rates. - Little hearts on player's HUD when receiving healing now should have regular speed at high refresh rates.
Sabrina here! I'm the producer of the Freedom Planet series, and I wanted to personally thank all of our players and fans for making today's launch such an incredible success. As of writing, we are still #1 on Steam's New and Trending tab on the front page and holding steady at around 900 concurrent players. We also want to thank you for the wonderful comments we've received, and for alerting us of bugs and other issues that slipped through the crevices. We'll get started on addressing those tomorrow after some hard earned rest!
I also want to thank my fellow programmers, artists, level designers, and testers on the development team from the bottom of my heart. They have done an incredible amount of work over the final days leading up to release and their help is the reason we were able to launch today in such a good state. There are many platformers out there, but there is no game quite like Freedom Planet 2, and we all built it together piece by piece over the past 7 years.
I hope everyone is having a blast so far and I hope you enjoy the rest of your day!
Thanks everyone for your patience with our development over these many years! Freedom Planet 2 is now live on Steam! Get started on your adventures with Lilac, Carol, Milla and Neera today!
Hello everyone! After 7 years of development, Freedom Planet 2 will release on Steam on Tuesday, September 13th. We will continue to work on the game after release to address any major issues that might pop up, and to prepare for future additions such as multiple language support. The base price will be $24.99 USD, but we will have a special launch sale for the first week.
My heart goes out to the entire team for their hard work, especially in these final weeks, and our fanbase for your unwavering support over the years. There is no game quite like Freedom Planet 2 and we can't wait for everyone to see it and play it! ♥