Weekly Patch 1.0.10
IMPROVEMENTS
Rebalance to gold times for Assembly door and Depths plinths.
New Ivo spot map icons now properly show for people who had already opened those prior to patch 1.0.7.
Easier access to a particular sync near the Assembly door, if you're trying to re-run certain things around there.
Automatically giving the new Vos closure lead to players who already have his shortcut lead.
Automatically giving a particular early Red Room lead if you get the final lead of that thread, to avoid confusion.
More sequence-break protections across Quarry and further prevention of breaking into the Quarry climb early.
Corrected a frustrating wall kick shaft layout during Quarry climb.
Forced VSync to remain active while navigating menus and changed the default FPS setting from Unlimited to 60 FPS, so hardware doesn’t have the chance to go crazy by default.
Added a backup check for the Tetsa blip spots achievement so players with pre-existing save data do not have to rediscover them.
Eased up on the platforming required to access the Depths plinth.
Tuned down cultist fast patrol speeds that looked silly.
Improvements to some tutorial dialogue.
Typo fixes.
FIXES
Fix to music not playing again for the rest of the session if you churn/reloop from inside the pumphouse (or a few other specific music-change spots).
Fix to bursting into or near ceilings sometimes bumping you way back, making for some rough platforming in spots (especially some particular plinth runs).
Another - hopefully final! - attempted fix for the rare bootup splash crash.
Fixed an issue where Verrik's trigger scene in the chapel would continue playing after he was trapped.
Fixed Paternost energy barriers not animating when turning on and off.
Resolved an issue allowing players to warp during the final gauntlet while holding a particular item.
Fixed cultist bomb not disappearing if it wasn't actively watched.
Fixed an issue where players could carry both an item and the Glaive through a warp simultaneously.
Fixed a loop issue where achieving a new best time at a Wayfinder Plinth would lock out the option to "Reloop" if the reward was already claimed.
Fixed an issue where the Wayfinder hit sound would play unexpectedly when reloading an area from a plinth.
Fixed visual layering issues for glaive fire effects.
Corrected the positioning of the "Forgotten Annex" map label to prevent overlapping, along with adjustments to miscellaneous Depths labels.
Fixed an issue where Navene's theme would occasionally continue playing after a memory ended.
Resolved ambient sounds improperly carrying over when exiting to the title menu and re-entering the game.
Bypassed the Verrik scene post-learning warp if you have already captured or reconciled with him.
Fixed a bug where keys left on the Paternost would persist across different time loops.
Resolved an issue where entering a rift while holding an item caused buggy behavior.
Fixed an issue where rebinding keys could cause propagating menu errors.
Resolved an issue where storage lockers failed to save state across chunk-loading boundaries.
Fixed an issue where spawned Major Time Crystals became invisible if collected more than once in the same session.
Fixed a bug where using Burst into a ceiling failed to trigger a kickback if there was standing room.
Fixed broken girder assets that were flipped due to chunk baking overrides.
Fixed an issue where fixing the Pumphouse after completing all of Vos's chores would route him to the Pumphouse instead of his house.
Hey all! We tried to take a little bit of rest over the weekend (were we successful? not sure...), but we're back with a big ol' patch of goodies. Let's dive in!
(And FYI, trying to stay as spoiler-free as possible in these, but you might read names of areas and some early-game techniques in here.)
BIG IMPROVEMENTS
Removing level design friction when trying to reach a particular tutorial spot in the far west of lake. Let the people in!
Adding a certain kind of angled platforming challenge during the tutorial rift at Anchor Node Jurat, to introduce that concept for later.
Gating the long Quarry top run with same platforming challenge, to help limit frustration if somehow people get in there early and are trying to do it without knowing how.
Improving critical teaching dialogue during the tutorial rift at Anchor Node Vera.
Rebalancing the platforming challenge getting to Anchor Node Mercy, as it was seriously tripping people up and making them think they needed to come back later. LET THE PEOPLE IN!
Seriously nerfing the prayer statue at the bottom of the Depths. (What were we thinking...)
Giving a dive valve out of a particular fast travel exit point in sky, where at best you could be forced to Churn the loop without wanting to, and at worst could occasionally lead to serious accidental discovery with major sequence-break consequences.
Moving all NPC shortcut lead nodes under a new single thread, for much easier referencing and cleaner organization. This also lets us close down the main NPC threads as you finish them the long way.
Adding map markers for Z and Ivo!
BIG FIXES
Big safety net: in case a particular time upgrade doesn't go through when you do it, we force it to fix itself for the next loop.
Lead checkboxes now work for "The Final Loop" thread.
Lead checkboxes also now work NPC final loop activities...
Properly showing the icon in the Status menu for a particular late-game skill when you learn it high up in the tippy top of Quarry.
Fixing leak that was causing opening the map to take longer and longer each time you did it.
Fixing Vos to actually move to his final location no matter what order you do his tasks in.
NEW CONTENT
Adding death and take-hit sounds for shield rush enemy.
Adding new Quarry music track to tippy top run.
OTHER IMPROVEMENTS
Slowing down zombie enemy puke times by a lot (they were crazy fast!).
Making pipes into reservoir more noticeable.
Allowing exiting of particular passcode terminals in Quarry to be done with ESC key.
Adjusting a particular hanging grapple in Spillways run to not get clipped by the moving box.
Adding an extra grapple in the Ocean that makes it slightly more pleasant to get from one point to another, when attempting the final loop.
Adding dotted lines to map to represent Spillways elevator.
Faster fades for helping some NPCs, especially ones you might need to redo a bunch.
A little bit of extra level design nudging in Anchor Node Jurat to help people stay on track and see the memories in the correct order.
Toning down some early Intermind lines to match the tone of her throughout the rest of the game.
Removing "attempts" from particular keypads that were never meant to have attempts.
Adding some ambient sfx to the top west floor of church.
OTHER FIXES
Allowing re-grabbing non-glaive items post warp, to help keep the flow going.
Fixing upper church balcony not loading properly if you got there by tricky means.
Fixing giving knowledge info early in particular Depths spot if you got there by tricky means.
Removing zoom icons from quick map on KBM.
Fixing taking damage during end-of-loop potentially getting stuck on white screen.
Fixing a particular mid-game shortcut popping the big shortcut banner every time you used it.
Fixing odd black fade behavior in a small room in the Depths.
Removing some leftover dev hotkeys that were allowing some shenanigans.
Fixed a torch in the Depths loop not working.
Removing glitch fx for a particular barrier where that's not possible.
Fixing loop clock unpausing when a particular late-game ability expired while in the Ocean.
Fixing out-of-bounds spot in Spillways elevator shaft.
Fixing out-of-bounds spot near Lower Chape entrance.
Various typo fixes.
Fixing some music looping issues on the music tracks themselves.
Fixing weird Nova vocals verb
Fixing not being able to complete Anchor Node Jurat tutorial if your loop is currently maxed out.
Adding some preventative glaive stoppers for trying to warp into sky, because of all the tricksters out there.
Fixing Xbox Series controller not working with Bluetooth on Mac.
Stretching size of background "main fade" layer to account for ultrawide.
Shoring various null refs, stale refs, exceptions, and other oddball warnings.
Rare "stuck on black screen when checking map".
Fixing map pins sometimes pinning in the wrong spot
Moving a particular time crystal being in the wrong parent object, leading it to show a crate image on it (why?!! we have no idea... but it's fixed now).