There's still some work to be done on the game's content so we hope you look forward to it!
Here are the full patch notes:
-=-=-=-=-=-=-=-=- Version 1.1 -=-=-=-=-=-=-=-=-=-
-=-=- GAME WIDE
- Lights and shadows have been improved game-wide, sketchy dragged shadows should no longer appear.
- Quit Message added to the pause screen and start menu.
-=-=- BRUSHY STREET
- Kentor's sidewalk is now visible prior to leaving Kentor's house.
- Kentor will now properly cast a shadow on the sidewalk throughout the stage.
- Fixed subtitle and audio mismatch in Viridian's introduction speech bubble.
- Museum's interior backdrop "matte painting" is no longer visible from the outside.
- Brushy Street's sidewalk is no longer missing wooden border past the 2/3 point of the stage.
- Kentor's house has been optimized and improved, eliminated Z-fighting on the door, polycount reduced from 2156 tris to 2063.
- Barely visible trees behind the energy barrier building have been replaced with sprites, lowering the total polycount of the stage by 22,698 tris from V1.0.
- Tree trunk mesh has had a polycount reduction from an unreasonable 1656 tris each to only 348, reducing total polycount by another 21,528 from V1.0.
- 15 hills behind and around the generator building have been reduced in detail, lowering the polycount by another 14,400 tris.
- Slightly stretched the first set of red bricks further to the left on the museum's front wall to keep from being able to see the interior through the seam.
- The sky gradient present in most other stages is now also present here.
- Clouds no longer begin to fade 2/3 of the way through the stage.
- Added a Weather Barrier Generator to the side of Blarvin's Museum. Those exhibits aren't waterproof.
-=-=- MUSEUM + Revealing the Invention + Chase Krooktor
- The ten shapes making up the painting stands have been replaced with one mesh, lowering the polycount from 1380 to 760 tris each while being far nicer visually.
- Adjusted the placement of the cynical Tor's (second from the right, black colors) left arm to no longer clip into his body when he lands in the balcony.
- Aligned a cutscene Camera's placement with it's first frame of animation, eliminating a jarring single frame jump cut-like effect.
- Changed balcony railing to metallic red to match the other elements of the show floor interior.
- CHASE KROOKTOR's background music should now loop properly in the post-cutscene variant of the scene.
-=-=- SHORT 1 Rising into the Hold + Barrel Jump + Short 2 Anchor Shot
- Fixed the hole that could be seen when Kentor stands up to the crew near the end of the first scene.
- Lowered the cage to make it easier to barrel-jump over it without the extra height of a running jump.
-=-=- THE KROOK-PLANE + Captor Conversation + Krooktor's Frustration
- The propellers have been replaced with a new mesh lowering the polycount from 4088 tris to 1496 tris, reducing the stage's total by 25,920.
- Unreachable elements in both the pre and post conversation with Captor variants of the scene have been disabled, improving performance.
- Added triggers to further remove necessary early stage elements after dropping into the ship's hold.
- Fixed the missing materials on Captor's hand cuff chains.
- The blocky subtitles have been replaced with clearer and bigger handwritten subtitles.
- Altered Kentor's "Confused" animation to obscure less of his face while he talks.
- Fixed the top of Captor's head clipping through his captain hat.
- Gave Blobino a captain hat.
- Removed Blobino's mischievous eyebrows.
-=-=- TOUGH TOWN + Toughtor Convo
- Swapped all 23 Tree Trunks out for the new mesh, lowering the polycount by 30,084 tris.
- Removed trees altogether from Captor's Conversation lowering the polycount by 40,078.
- Removed 19 obscured hills in Captor's Conversation lowering the polycount by 24,320 tris. Yup. I looked at these numbers and said "All good, ship it".
- The blocky subtitles have been replaced with clearer and bigger handwritten subtitles.
- Redesigned the backdrop in Tough Town to remove 21 hills from there as well, lowering polycount by 26,880 tris.
- Closed gap in farthest to the right door frame.
- (SECRET) Added a component to Tough Town scene that stops The Krook-Plane music and ambiance when the fast-forward code is used to skip that stage.
-=-=- THE SPOOKY WOODS
- The Pause Splash now renders on top of the leaf and crystal borders rather than behind them.
- All 22 trees have been updated with the new mesh, lowering the polycount by 38,778. These trees, man.
- Removed redundant components from the spooky cave, lowering the polycount by 34,560 tris.
- Removed an extra bridge component hiding past the level ender, lowering the polycount by 3,061 tris.
- Removed an unused gate into the Krook Castle, lowering the polycount by 12,052 tris.
- The (Former) Krookery Crew now appear properly by the elevator into the Krookery Castle.
- Fixed misspelling of the word "ceiling" in the underground cave.
-=-=- THE KROOK CASTLE
- Removed two disconnected candles and accompanying light sources from the far background.
-=-=- START MENU
- Made visual alterations to Windzen picture frame.
- Altered the rodotic endoskeleton mesh, lowering the polycount from 6,834 tris to 4,454 tris.
- Kentor can no longer move left through the wall the moment the game begins. Sheesh, we're bad at this.
- Quit Message placed in the bottom right hand corner once the player is in control.
Changed files in this update