Patch 16: The ULTRA_REVAMP Update
Additions:
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Added Encore levels 0-E and 1-E
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Added per-material footstep and scrape sounds
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Added per-material environmental impact and scrape particles
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Added performance option for disabling environmental impact particles
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Added new death sequence
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Added new main menu
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Added new HUD
Level Changes:
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Reworked all levels in Act I and Act II to improve visual parity
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All levels now have a baked lighting system that greatly improves performance
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Each type of terminal now has a unique model
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Each type of altar now has a unique model
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Red and blue skulls and altars now have different carved symbols on them to help colorblind players
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Added an electric wall that can be dashed through in the dash tutorial
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Added two new secrets in 0-3 and 0-4 each
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Added visual noise effect when nearby Something Wicked for players who had difficulty hearing it
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Something Wicked now always runs once the player picks up the red skull
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Something Wicked's bestiary entry no longer shows what it looks like
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1-1 Nailgun magnet tutorial now resets the blue Nailgun's ammo to maximum
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Changed the path to one of 1-2's soul orbs
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Changed the placement of one of 1-3's soul orbs
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1-3 red skull path drop now ends in the opening hall instead of the blue skull path
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Added a shortcut to 3-2 (requires Alternate Nailgun)
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3-2 Gabriel's axe throw now functions as one large projectile instead of two small ones
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4-4's Whiplash Hard Damage tutorial has now been moved to the first dry arena in 5-1
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Added belly flop to 4-S
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Changed how the camera tracks the player in 4-S for easier distance gauging
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Changed how air momentum works in 4-S for easier precision platforming
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Stamina is now shown on wings in 4-S
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5-2 and 5-4's water now deals a flat 20 damage and bounces the player upwards instead of dealing a non-lethal 50 damage and teleporting them back on ground
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Changed method for finding one of 5-3's soul orbs
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Leviathan now has a new phase
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Leviathan's projectile barrage is now a set pattern rather than randomized
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Leviathan's lunge is now properly parriable
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Added upside down city in 6-1
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Changed the hookpoint platforming segment in 7-4 into a tutorial for magenta attacks
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The 7-4 countdown length now depends on difficulty
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Updated 7-4 explosion sequence
Enemy Changes:
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Schisms now fire slower projectiles which connect to each other via damaging beams
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Radiant enemies now have a visual and sound effect for spawning or turning Radiant
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Radiant Idols now cause their target to become Radiant when destroyed, rather than when active
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Blessed enemies have a new visual effect to make them more distinct
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Gabriel's spiral swords no longer break on hitting the environment until launched at player
General Changes:
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Ground slam shockwaves no longer cost stamina
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Ground slam shockwave hold now has a delay to reduce chances off accidental use
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Ground slamming on airborne enemies will launch them downwards
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Player can now slam bounce by jumping off of enemies, even if the slam killed that enemy
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Increased the damage radius for ground slam
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Increased the radius for jumping off enemies
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Simplified punch exhaustion and made the arm HUD icon display it
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Added a cooldown for conductive objects to reduce extremely complex recursive conduction loops
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Bloodstains now account for curves, corners and edges, rather than staying flat and floating in the air
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HUD messages now scroll in quickly instead of appearing all at once
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The "Checkpoint" option in the pause menu is now disabled until the player has activated one
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Levels that have multiple checkpoints with the same name in the Teleport cheat menu will now have a number appended to differentiate them more easily
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Removed "Simple Nail Physics" performance option (now always on, since there's no downside to it)
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Reduced Cerberus radiance speed bonus from 1.5x to 1.35x
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Fixed options menu navigation for controllers