Versions/0.16

0.16 contained the start of recolour work for visual clarity, along with a bunch of bug fixes.

0.16.0
Release: 10th of March, 2021

Main Game

 * Fixed a performance issue that could cause stutters (especially in Burning Temple, but it was possible anywhere).
 * Highvault visual updates! We've updated a bunch of colors to backgrounds, tiles, and decorations, aimed at making the level a little clearer and reducing overall brightness. Let us know what you think!
 * Also added some new visuals to the Hoot Omega battle.
 * Fixed Parallelized Fate. It'll now properly grant +1 item reroll per rank. Once unlocked, the number of rerolls available is visible on the Pause screen, and when hovering over an item in game.
 * Updated a large number of sound effects.
 * Updated a few sprites for Lara, Echo Shell, and charged Crystal Wave.
 * Fixed Echocave's Flapp colors so they stand out better.
 * Updated Large Health/Nuts pickups to differentiate them a bit better from their Small counterparts.
 * Adjusted default chunk start/endpoints slightly (to avoid a few more Resurrection-shrine-in-wall issues - this also fixes an issue where you could test an upward-moving chunk in the Editor and spawn inside of terrain you'd placed.)
 * Fixed an issue where Glory Zone sidepaths would be placed in an odd spot in a level, causing stuff like Penumbra's music advancing too quickly and a certain Highvault Glory Zone where you'd see floating lava by the exit.
 * Mobility Realizer nerfed to +4 speed (from +5).
 * Fixed an issue that could cause Frail Glory's crown to fall into a Void Spawner in Penumbra.
 * Fixed Oxjack's dash-barrier showing up in the wrong places while dashing up or down. (The protection hitbox was in the right place, but was displaying incorrectly.)
 * Added a bunch of new level chunks, and updated others.

Editor

 * Implemented a layer system! You can now toggle Tile, Background Tile, Foreground Tile, Enemy and Level Object layers on or off. Assets on disabled layers cannot be placed, selected or deleted. This feature is exclusive to Advanced Mode.
 * The Settings menu contains several modes to draw disabled layers.
 * Bonus chunks now require a golden chest to be placed.
 * Updated the bonus teleporters to match their in-game graphics.
 * Adjusted the Start/End point hint arrow placement in the Editor tutorial.
 * Fixed a crash when deleting regular tiles and background wall tiles while moving them.
 * Fixed a crash when deleting several assets at once while moving them, then undoing the deletion.
 * Fixed a memory leak when changing the Editor language repeatedly.
 * Fixed a bug where bonus teleporters did not have a description if the language is set to English.
 * Fixed a bug where deleting an asset with a "destination" parameter while moving it, then undoing the deletion, would result in an incorrect destination point.

0.16.1
Release: 10th of March, 2021


 * Fixed a crash which could occur during loading screens.

0.16.2
Release: 21st of March, 2021 (Public Test Branch)

Global Changes

 * Attempting to pick up a duplicate Core Aug will now automatically Salvage it instead (even if the Salvager Circuit isn't unlocked yet.)
 * Fixed an issue causing Advanced Options to be stubborn about saving. (Autocharge shouldn't turn itself off anymore.)
 * Fixed an issue that'd let you buy items in Shops without sufficient currency.
 * Fixed an issue that could cause Clockzone's Miniboss to leave its track.
 * Fixed a chunk that could cause a softlock without the unstuck command.
 * Reduced Deepverse's Miniboss HP by 40%. (We may bump this back up if it proves too be too severe a cut - just felt like this fight lasted too long.)
 * Void Double's initial cast is now much faster. (250ms, down from 500ms).
 * Fixed a broken Highvault window decoration.

Online Play Changes

 * Fixed an issue that could cause a player to be invisible when returning to HQ after a run in online co-op.
 * Fixed certain "delayed" attacks not working properly on the client. (Some of Zen Primus' fireballs and Echobeast's falling spikes are the major ones.)
 * Fixed Echobeast's summons not always rendering properly on the client (so his bounce-around-the-room attacks could hit you as the the client, but be invisible.)
 * Fixed a few places where the client wouldn't correctly display boss warning pings.
 * Fixed an issue that could cause the client to get locked out of miniboss rooms.
 * Fixed Burning Temple's Rolly Giant not animating properly as the client.
 * Fixed Clockzone's Miniboss Track not showing properly as the client.
 * Fixed an issue causing the client to not be able to see their own Core Points/Max CP.
 * Fixed a few more situations where resurrection capsules could show up in inaccessible places. (Thanks for keeping these coming!)
 * Fixed an issue causing online players to show different Max HP/NRG values than their partner shows.
 * Fixed an issue causing Contemplation Room gates to fail to close for the client.
 * Fixed some sync issues with Deepverse's Laser Snakes & Miniboss as the client. Still more work to do here, but it's less broken than it was.
 * Fixed an issue where Deepverse Wall Lasers would persist an extra half-second on the client.
 * Improved level-load robustness in online multiplayer to help ensure that levels load successfully in scenarios where your connection to your partner isn't great.
 * Improved connection robustness after a session.
 * Reclassified enemy bullets as "unreliable" network messages. 30XX's network layer attempts to resend most information between you and the host if it detects packet loss. In the case of enemy projectiles, this would mean that the network message to spawn a projectile could show up later than intended (because it'd be on a packet resend, not on the first try), causing projectiles to show up at weird times as the client, potentially including after an enemy is * dead. Now, in the case of packet loss, the client just gets the benefit of the doubt, and no projectile is spawned.
 * Similarly, the client will now also filter out projectiles the host tells it to create from enemies that are already dead on the client's side (that the host may not be aware of yet).
 * Fixed the Unstuck button in online co-op. (It'd sometimes have bad results as the client.)
 * Fixed being able to interact with the Offering (midboss Aug choice award) before the miniboss is defeated.
 * Fixed one player in co-op being able to interact with the Offering twice.
 * Fixed an issue with Penumbra's Orb Blocks (the red/blue/green platforms that cycle when you hit a switch). Improved netplay sync, but likely still have improvements to make soon.
 * Added a game version check when trying to find lobbies, or when trying to join a friend's lobby. Public lobbies will no longer be returned by lobby search if the game version doesn't match, and joining a friend's lobby will now show an appropriate error message if game versions don't match.

0.16.3
Release: 24th of March, 2021


 * Contains a few additional updates which weren't held back for the 0.16.4 hotfix. Changelog included in the 0.16.4 section.

0.16.4
Release: 24th of March, 2021

Global Changes

 * Attempting to pick up a duplicate Core Aug will now automatically Salvage it instead (even if the Salvager Circuit isn't unlocked yet.)
 * Fixed an issue causing Advanced Options to be stubborn about saving. (Autocharge shouldn't turn itself off anymore.)
 * Fixed an issue that'd let you buy items in Shops without sufficient currency.
 * Fixed an issue that could cause Clockzone's Miniboss to leave its track.
 * Fixed a chunk that could cause a softlock without the unstuck command.
 * Reduced Deepverse's Miniboss HP by 40%. (We may bump this back up if it proves too be too severe a cut - just felt like this fight lasted too long.)
 * Void Double's initial cast is now much faster. (250ms, down from 500ms).
 * Fixed a broken Highvault window decoration.
 * Fixed an issue that could cause item Salvaging in Mega Mode to not properly take effect when reloading the game.
 * Added button prompts to the tutorial.
 * Effects that trigger on level start now trigger on boss defeat instead. (In Mega Mode, these effects will only trigger if you haven't previously completed that level. This fixes the Spicy Bug.)
 * Fixed an issue that could cause Mega Mode to not save collected items if you died in a level, then stopped playing before trying another.

Online Play Changes

 * Improved item saving & sync in Mega Mode when the client connects to a game in progress.
 * Fixed an issue that could cause a player to be invisible when returning to HQ after a run in online co-op.
 * Fixed certain "delayed" attacks not working properly on the client. (Some of Zen Primus' fireballs and Echobeast's falling spikes are the major ones.)
 * Fixed Echobeast's summons not always rendering properly on the client (so his bounce-around-the-room attacks could hit you as the the client, but be invisible.)
 * Fixed a few places where the client wouldn't correctly display boss warning pings.
 * Fixed an issue that could cause the client to get locked out of miniboss rooms.
 * Fixed Burning Temple's Rolly Giant not animating properly as the client.
 * Fixed Clockzone's Miniboss Track not showing properly as the client.
 * Fixed an issue causing the client to not be able to see their own Core Points/Max CP.
 * Fixed a few more situations where resurrection capsules could show up in inaccessible places. (Thanks for keeping these coming!)
 * Fixed an issue causing online players to show different Max HP/NRG values than their partner shows.
 * Fixed an issue causing Contemplation Room gates to fail to close for the client.
 * Fixed some sync issues with Deepverse's Laser Snakes & Miniboss as the client. Still more work to do here, but it's less broken than it was.
 * Fixed an issue where Deepverse Wall Lasers would persist an extra half-second on the client.
 * Improved level-load robustness in online multiplayer to help ensure that levels load successfully in scenarios where your connection to your partner isn't great.
 * Improved connection robustness after a session.
 * Reclassified enemy bullets as "unreliable" network messages. 30XX's network layer attempts to resend most information between you and the host if it detects packet loss. In the case of enemy projectiles, this would mean that the network message to spawn a projectile could show up later than intended (because it'd be on a packet resend, not on the first try), causing projectiles to show up at weird times as the client, potentially including after an enemy is dead. Now, in the case of packet loss, the client just gets the benefit of the doubt, and no projectile is spawned.
 * Similarly, the client will now also filter out projectiles the host tells it to create from enemies that are already dead on the client's side (that the host may not be aware of yet).
 * Fixed the Unstuck button in online co-op. (It'd sometimes have bad results as the client.)
 * Fixed being able to interact with the Offering (midboss Aug choice award) before the miniboss is defeated.
 * Fixed one player in co-op being able to interact with the Offering twice.
 * Fixed an issue with Penumbra's Orb Blocks (the red/blue/green platforms that cycle when you hit a switch). Improved netplay sync, but likely still have improvements to make soon.
 * Added a game version check when trying to find lobbies, or when trying to join a friend's lobby. Public lobbies will no longer be returned by lobby search if the game version doesn't match, and joining a friend's lobby will now show an appropriate error message if game versions don't match.
 * Fixed an issue that'd cause the Choice Machine to not sync in online play.