UPDATE CHANGELOG PROJECT 06 UPDATE 3.5
15/07/2020 to 02/08/2020
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Changelog:
- Changed a dialogue randomly not playing in Crisis City Section 3
- Fixed inconsistency with Tropical Jungle's loading screen not showing the proper tips image
- Fixed oversight with amigo triggers on Aquatic Base that caused 2 Sonics to spawn and the door to open
- Fixed TGS rail grinding animation being slow
- Removed homing targets from hand rails in Crisis City
- Cleaned some obstacle placement in Wave ocean's Mach Speed Section to be more fair
- Cleaned some obstacle placement in Crisis City's Mach Speed Section to be more fair
- Moved Tails' line "We're close to eggman's base" to the actual second checkpoint of White Acropolis
- Removed damage factors of splinter objects that get launched off of Eggman's bomb cargo in Radical Train
- Fixed White Acropolis not showing on Shadow's Gold Medal Results menu
- Reduced the placement of conifers in White Acropolis Section 1 to provive better flexibility with the snowboard
- Added new event to make the final bridge in Crisis City Section 2 collapse as it should
- Fixed softlock with Crisis City if slowing down and getting caught by the tornado when having no rings
- Prolongated an enemy chain in Flame Core for more accessibility on progression of the stage
- Adjusted spring that takes too long in Flame Core Section 1
- Added more enemies at final lever area on Radical Train Section 1 to make the dialogue in that area make sense
- Adjusted trains in Radical Train Section 2 to not have many cargo containers (they appeared in Hard Mode anyway)
- Adjusted volume of fences breaking in Radical Train to not be so loud
- Added camera event when switching to Sonic after Knuckles' part in Aquatic Base to provide a better view
- Fixed timing issue with switching to Knuckles in Aquatic Base that didn't let Knuckles' dialogue play properly
- Tightened the Mercury Ball Ride acceleration and decceleration
- Reverted a dialogue regarding Iblis Golems in Flame Core Section 1 with fixed captions
- Fixed inconsistency with Iblis Golems not taking double damage when their head is exposed
- Added unused landing animations to the boards
- Reduced knockback force when stumbling on walls with the boards
- Removed voice clip multicasting for Sonic and Elise for a very persistent clip
- Added wind sounds when jumping off board ramps to help differentiate them from normal jumps
- Snowboard camera distance zooms out when on camera events now
- Slightly lowered the ground top speed of the boards
- Fixed small oversight with limiting the aerial speed of the boards when jumping
- Slightly lowered the aerial top speed of the boards when jumping
- Adjusted steering to be slightly tighter on high speeds and more turning on low speeds for the boards
- Moved Elise's dialogue on the bungee vine to be sooner
- Added unused animation when reaching the bottom of the bungee vine before getting launched up again
- Added a missing sound when getting launched from the bungee vine plus added extra wind sounds
- Extended Silver's Psycho Shock (ground pound) invulnerability to when he lands as well
- Slightly adjusted volumes and source ranges of searchlights and breakable glasses
- Added a few more trees on the ramp before the goal ring in White Acropolis Section 2
- Changed killing ceiling in Kingdom Valley's Mach Speed Section to just invisible collision
- Streamlined death sequences and functions on characters, so even if death states were to somehow get broken, the game will still fade out and restart
- Made Silver's Grab All effect slightly more prominent
- Made the swinging vine buds shine slightly more when getting ready to jump
- Slightly changed some laser placement for the Mercury Ball Ride in Aquatic Base to better ease in newcomers to the mechanic
- Moved a morninstar in the way between 2 dashpanels in White Acropolis Section 2
- Added camera event to jittery area before snowball in White Acropolis Section 1
- Fixed an oversight with the camera lens effects (waterdrops and fire haze) getting screwed over FOV changes
- Fixed a collision chunk in Tropical Jungle Section 1 having the wrong footstep tag (grass to wood)
- Enhanced the homing reticle to appear offscreen like the Sky Gem indicator
- Fixed Iblis Takers' ragdolls not having colliders, therefore not breaking a bridge that should've be broken by the ragdoll in Crisis City Section 2
- Fixed an oversight where enemy bombs would hurt the player if the enemy was holding a bomb near the point where the player attacks
- Added a slight delay/duration randomise factor for enemy ragdolls and their explosions to hopefully tone down the super loud sounds
- Added a few camera events in Crisis City Section 3 to better guide the player through the platforming
- Fixed ANCIENT bug with Mach Speed lightdash speed not getting clamped to the top speed, therefore giving a huge boost everytime when lightdashing
- Lightdash speed momentum for normal characters has been slightly reduced
- Fixed small dialogue inconsistency in Radical Train Section 1
- Slightly increased snowboard camera distance on ground
- Fixed placement of a few trigger areas not being close to the characters to close doors in White Acropolis Section 2
- Small Mercury Balls in Aquatic Base now only have homing attack properties when getting launched by the Mercury Launchers
- Characters can now perform the moves the could perform after a Widespring launch on Springs, Rainbow Rings and Jump Panels
- Added an aiding camera event for one of Tails' parts in Aquatic Base where a lot of enemies need to be dispatched
- Fixed bug with guillotines in Wave Ocean that don't move not muting again once approaching them from far away
- Added impact cooldown for the Big Mercury Ball Ride in Aquatic Base so getting hit grants more time to step away from danger
- Added box colliders on top of the pier roofs on Wave Ocean Mach Speed (Rest in peace speedrun strat)
- Fixed small collision error on one of the half pipes in Crisis City Section 1
- Added a few wind collision objects on Aquatic Base Section 2's platforming section to reduce the punishment for failing to land a jump
- Added new collision layer to improve flexibility of collision detection for some objects in White Acropolis
- Fixed an oversight on Sonic's slide not having the same invulnerability as in the original game
- Edited Elise's eyes to look more dark blue
- Fixed little animation visual with Sonic's kickdash on the boards
- Added missing ability to homing attack into lotuses in Tropical Jungle
- Added missing dialogue when getting caught by the searchlights in White Acropolis
- Fixed bug with Silver's Psychokinesis effect and animation still playing when letting go of objects while still holding the Right Trigger
- Fixed oversight with White Gem Homing Smash being able to be performed after jumping with the purple gem while it was not possible with the Homing Attack
- Slightly buffed the lower speed charge of the spindash move
- Changed Sonic & Elise's jumpdash values to be the same as normal Sonic
- Added a few zoomed out camera events on rooms with Mercury Balls in Aquatic Base
- Added the Egg Carrier crossing the skies in Tails' Wave Ocean
- Adjusted a rainbow ring not taking the player to the high platform in Aquatic Base Section 1
- Slightly tweaked origin point and joint rotation of a few of Sonic and Elise's run animations
- New zoomed out camera now automatically scrolls up
- Changed some camera events in White Acropolis in hopes of removing the jitter
- Nerfed a combination with Purple + Sky gem which allowed to break stages
- Fixed small door collision gap in Aquatic Base Section 1's ceiling in Tails' part
- Springs, Wide Springs, Jump Panels and Jump Boards now don't hold the target direction input data (prevents characters braking after hitting the ground)
- Fixed bug with red gem sound pitch change carrying over to the menues and title screen if pausing and exiting a stage while using the red gem
- Reduced amount of object manager groups to hopefully reduce overhead
- Tweaked some animation and off-screen model updates to hopefully reduce overhead
- Updated the Bomb Box explosion effect to keep visual consistency
- Added a recreation of the wooden box seen in the pre-release screenshots of Sonic 06 (Credit to NonamiEight for the texture)
- Reduced some particles on breakable objects
- Amigos now don't try to respawn when grinding
- When holding a jump with the snowboard while grinding, the sound switches to the grating/screeching sound
- General grinding has been tweaked to be a mix between normal grinding and snowboard grinding; Auto acceleration on below average speed, and physics based acceleration afterwards
- Fixed oversight with last door before red alarm mode goes off in Aquatic Base opening before defeating the enemy
- Added aiding indicators on poles in Crisis City Section 3
- Began unloading unused assets when restarting a stage, dying, after results screen and quitting a stage
- Changed Sonic's grinding anim to be the original on slow speeds (the slow speed one appears in TGS Sonic anyway)
- Moved a small trail of unpickable rings on the first rope jump in Kingdom Valley Section 3
- Moved a broken bridge slightly up to fit more with the stage geometry in Kingdom Valley Section 3
- Fixed some dashpanels not getting to touch the player and not triggering in Dusty Desert
- Moved 2 lightdash ring trails from Radical Train Section 2 to always get the player to the jump panels instead of leading to death
- Added new arrow indicator on ramps that can be jumped off of with the boards
- Changed the camera events in the platforming top of the tower in Dusty Desert to be more flexible
- Slightly moved the water boosters to be aligned for easier progression difficulty
- Sped up camera rotation with right stick
- Slightly tweaked the dash ring in Radical Train Section 2 to not clip through and give more space for movement when landing
- Fixed slight oversight with Super Sonic's invulnerability and Sonic & Elise's shield dealing damage before landing a homing attack and falling off because of it
- Added new option for enabling E3/XBLA jingles and music
- Using the purple gem now allows to go under lasers (shrinks collider in the same way as in spindashing, sliding and kicking)
- Placed a few springs in an isolated rail in Crisis City Section 2
- Applied new way of detecting homing attack targets, to prioritize enemies and objects over rails
- Applied important fix to remove any chances of perfect frame breaking states of objects and characters
- Slightly changed steering speed to be faster
- Extended lock time on the dashpanels in the last scripted segment of Tropical Jungle Section 1 to avoid getting thrown out of the path if holding a direction if so slightly
- Moved yellow Egg Buster in Kingdom Valley Section 3 inside the castle so the player won't land on top of it
- Changed a spring in Radical Train Section 1 to point directly at the rail it takes the player to
- Updated CaramelDan's name in the credits to Acro
- Nerfed speed up of the speed shoes to more reasonable values
- Added a constant blinking animation to Elise's model
- Added guiding lights to Knuckles' orbs that fit into a slot of spirals to unlock the door in Flame Core Section 2
- Added extra deathplane under the water of the bungee vine sequence in Tropical Jungle Section 1 if falling from high up
- Changed some of the enemy internal code for destroying groups or minions to avoid destroying them at the same time and avoid sound saturation
- Changed the Teleport Dash move of Silver to allow constant use of it until the gauge runs out or if letting go of the A button, with this, speed has also been increased
- Adjusted brightness of the light bolt effects of Super Sonic to be lower and fixed a bug where both yellow and blue auras would stay active if the speed condition was equal
- Adjusted some camera events to get enabled when interacting with certain objects, as it was the case in the original game
- Added new easter egg :^)
- Changed Water Slide mechanic when using Super Sonic; Animation changes to flying and speed never decreases to the point of falling off onto the water
- Fixed regression in code for bombs used by enemies not getting destroyed when they're holding bombs and they disappear either by distance or by death
- Slightly lowered down and zoomed out the first person camera for when performing a Dummy Ring Snipe or throwing the Sky Gem
- Tweaked shadow casting and transparency for glass objects to display properly
- Added the ability to slightly steer direction while spin kicking
- Added ear detail to Elise's in-game model
- Added slight light scattering to Elise's hair shader
- Added swinging motion to Sonic and applied a camera static adjustment when riding the orca in Wave Ocean Section 1
- Edited Elise's texture to have a more stylized eyeliner color
- Extended invisible walls of an easily breakable area of Flame Core Section 1
- Removed a few window glasses of destroyed buildings in Crisis City Section 2 to create a more fitting visual presentation
- Cleaned some event trigger code executed on the last glass explosion area in Crisis Section 2
- Fixed an instance where walking on an automated loop segment in Aquatic Base Section 2 while going backwards would clip Sonic into the collision
- Fixed a door event being out of place when switch to Tails and not closing the door therefore allowing tails to backtrack
- Tweaked Knuckles' gliding to be a bit more floaty on the start and slowly descend, more akin to the adventure games
- Adjusted a spring that launched too far up in a narrow path in Crisis City Section 2
- Added extended UI images on the results screen so widescreen resolutions don't look weird
- Tried a fix for paths making the character get stuck (doesn't guarantee it will fix the randomly getting stuck)