Hello everyone! Thank you once more for all the feedback that lets us improve the game, here is a new patch with fixes - if you missed it we also made several patches last week, including one patch adding a difficulty slider for those who want to go back to the original difficulty (hard) or have more forgiving runs. PATCH NOTES:
Changes:
Reduced the T2 and T3 snake speed to make reaching the head less frustrating. Removed the T3 snake homing missiles because they never really ended up being fun to play against.
Added two large smoke plumes that can be seen far from away to make the snake easier to track.
Changed the VFX that appears when breaking end boss machine parts to make them not block player vision as much
Added a slight burst of speed to the player when breaking a machine part to make the fight flow better
Reduced the number of void spikes in the end boss fight
Removed bad landings from colliding with an obstacle
Improved some generations' situations where it would not generate slopes for the player to jump off from
Made the rifts that can occur in some level generation have better slopes to jump off from
Improved UI of the Encounters to support more languages and resolutions
Made the time bombs in Ethereal/spike levels more visible
Rebalanced some Agency Structures
Increased the amount of items given during an endless run
Increased the amount of anti-sparks given after an endless run
Fixes:
Fixed vram memory leak when using DLSS
Fixed "The Archivist" and "Shopocalypse" achievements
Fixed a frame pacing issue that caused the snake to have a slight stutter when moving. It should appear perfectly smooth now.
Fixed an issue that caused the void spikes in the end boss to spawn too close to the machine parts.
Fixed issue that caused end boss void spikes to not trigger close calls
Fixed the generation of jumps before the most Agency structures
Modding:
Generated mmhook bindings are now generated for private methods as well
Settings menu now has scrollable tabs if there are a lot of tabs from mods
Fixed *.hasteitem.json items not actually persisting past a scene load (sorry!)
speedrunning:
Livesplit Autosplitter now has an option to split on winning the end boss