Sonic Project 06 Update v3.5 : ChaosX : Free Download, Borrow, and Streaming : Internet Archive (2024)

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)

Sonic Project 06 Update v3.5 : ChaosX : Free Download, Borrow, and Streaming : Internet Archive (2024)
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