This update increases the performance. And I polished it so much, it now has a Polish translation.... and Serbian. Because of the optimisation that we did, this update was in the making for a long time, much longer than expected!
Here are the changes for this new version: - Optimisation, lowered CPU use a lot, FPS might go up a lot with this update - Added first draft of polish and serbian translation - Added more characters to fonts filling in missing ones in some languages - Changed control setting behaviour, it was weird - Options menu now saves SHOW FPS, DEPTH OF FIELD, MAX FPS (previously it reset after every start of the game) - Fixed save slot loading taking very long (only works for newly saved savegames, old ones still take long to load but will get fixed once they get saved again) - Added menu option for force feedback - Resolution scaling can now be increased beyond 100% up to 200% - Fixed some ultrawide screen problems in the menu - Fixed grave in desert 2 area being inside of wall - Fixed being able to get stuck in a steel beam - Fixed save slot showing 100% while you were actually only at 99,5; it rounds down now - Added glass plane next to 3-steel-ball puzzle to prevent player from going over the fire - Prevent multiple coin sounds from playing at the same time when you collect a lot - Made sure the battery slot puzzle with the beam in blue ville works reliably (so the battery doesn't remove the beam). - Forbid using menu during blue king cutscene (pls test!) - Can now use the controller in the menu to move the cursor - Preventing some out of bounds opportunities - Fixed unlikely chance to get stuck at the blue ville gate - Added kickstarter ad in the main menu - Fixed quest box still showing when you're out of quests - Lowered game size by a few hundred MB - TONS of small improvements
A whole new Singleplayer campaign called "Crash" is in development right now! It will be released as a DLC for Supraland by the end of the year.
I don't want to tell you too much about it because it should be a surprise party for you when you play it. But basically: an experimental rocket journey ends in a desaster. Crash land in the now wiped (but same) sandbox and meet a different folk and get some old and some new abilities for your metroidvania pleasure.
Originally Crash should have been a part of Supraland 2, but I noticed it would not really fit in there for various reasons. But the idea behind it is so cool, I totally want to make it, so I decided to make it a SL1-DLC.
We have another cool announcement coming by the end of the week!
In this update I tried to iron out all the cases where people felt they were missing important hints to solve certain puzzles. And there are a couple of new things and lots of fixes. Here is the list of the major changes:
V1.6 - All MacGuffins are now on majestic thrones to make them stand out from the rest - Added obvious/important hint to the firefly puzzle because it was unfair and inconsistent with the previous behaviour - New map feature in your house in endgame mode - Added new fast travel jumppad between shieldgenerator region and carrot town - Added new decorative elements in stomp region to distinguish it a little bit more from the ones surrounding it - Added one more puzzle step in the big lava building after you get the translocator - Added additional mini puzzle behind the green moon door that serves the purpose of tutorializing a mechanism that is needed for the endboss but wasn't known to most players - Chromatic Abberation effect decreased from 0.66 to 0.2 - Reduced flickering while using the magnet because it was driving someone crazy - Updated portuguese translation - Removed coin counter from stats because people went too obsessive about it and it's not worth your time getting them all - Moving platform now kicks the force cube away when it gets stopped, so people don't think the cube has to stay in that place - Jumppad in endboss arena better visible; many people thought they were stuck - Shooting ball into yellow sockets is now much easier; standing on top and aiming down will now work - Door in first desert part that closes when you get too close now has a circle showing that distance instead of a cable - Fixed OOB at the transition between the 2 first desert parts - Forcecube now has a much bigger cooldown if you are in the air while spawning it, preventing glitching up walls - Fixed getting stuck in bonus area next to locker room if you got in without opening the door first and you don't have the beam yet - Panic light puzzle now turns your head to your cousin when you put a light in so you better see what effect it has - Removed a few NPCs when you progress instead of keeping them around - Groupies at your house are not an 8 legged monster any more. - Allow stomping during fast travel that makes you fly over the locker room - Fixed glitching through cave door with translocator - Multijump sound much quieter now - Added coins hinting towards the secret of an upgrade behind the locker room - Removed marty skin from red guy in locker room because it was a useless reference really - Added fallback to respawn orange harassment guy incase he is invisible - Fixed a few slippery bricks that didn't allow walking on them - Fixed blue king thanking you too early before you solved the quest - Fixed getting out of bounds in Blue ville above battery socket - Added tutorial button display when first picking up the chest detector - Added health refill opportunity before end bosses - Made 2 changes that make it easier finding the way into the 2. green moon building - Removed button after you make the big jump out of carrot town; the button turned on the jumppad permanently and now it will turn on automatically without a button - Fixed "get to purple crystal" quest activating again when you already solved it - Metal ball in blueville has more friction now so it won't roll away forever - Fixed detector text in key options menu (is now "Ability 3" - I'm hiding the names to not spoil what's to come) - Fixed the game not saving the endgame state if you closed it during the end scene - Added date related easter eggs to main menu - Fixed that while in menu you could still trigger weapon actions in the background - Fixed being able to activate a quick travel jumppad out of carrot town way earlier than allowed - The volcano panic light is now much lower so it's easier to use - Lowered position of NPC speech bubbles because they would be invisible if you were too close to them - Fixed being able to glitch through a wall in the 166 star secret - Added 2 more blue crystal signs after the double doors and at the chapel to avoid misunderstandings regarding the location of the blue crystal - Fixed getting stuck in a secret place in the facility with the translocator - Fixed gun behaviour if you were charging while running through a yellow force field - Made Jumppads non magnetic, preventing a wrong trajectory if used with the buckle - Fixed problem where the diamond pickaxe could not destroy certain bricks - Fixed that you could get below the big water with the translocator - Added little hinting wood block over the giant water roof - Fixed issue with NPC giving you the grave destroy task; the task would only finish when you 'used' him. Now it also finishes when you get close to him - Replaced one alt-damage-x2 upgrade with a combo damage +25 because you could become happy even before the endboss and break the game - Little change to how save slot menu behaves - Increased max FOV from 120 to 125 because on widescreen monitors 120 would still be a little to small - New assets in desert 2 region - Lots of small improvements not worth writing down in detail - Updated Demo version to newest state