1.1.0:
- Overhauled the "key exit" animation thanks to a script courtesy of MrDoubleA (shoutouts!)
- Key exit doors now require you to press "up" in order to interact with them
- Bowser statue fireballs are now friendly for the first 16 frames after their spawn, making standing on statues safer.
- The global Speedrun Timer no longer continues counting while in the credits level
- Fixed the Turtwig-Peach-glitch for good
- Absolute Zero: Redesigned ending screen
- Darkmatter Fleet Dash: The final section is no longer an autoscroller. Rather, the camera now looks ahead. Redesigned ending screen
- Entralia Tunnel: Slightly adjusted some setups
- EZ Ascent: Redesigned ending screen
- EZ Corp. Head Office: The boss of this stage now has a clearer damage indicator
- Funky Area: Redesigned ending screen
- Roofstop Run: Shortened freeze-time by 10 frames. Added a loading bar above the player that indicates the freeze timing. Slightly adjusted some setups.
. Thunder Alley: Increased music volume
- Squishy Squad: Unite!: Slightly adjusted some setups
- Whirlpool Patrol: Minor graphical touchups
1.0.8:
- Fixed auto-jumping when closing the pause menu
- Added some more shaders for getting disabled in low performance mode in:
Roofstop Run, Final Boss level
- Minor adjustments to
Nebel Nebula
- Fixed a bug where the Ninji in
Halls of the Lost
would crash the game
- Fixed a case where the final boss
could take off into space and never return
1.0.7:
- Fixed the thwomp's description
- Rupees will no longer randomly drop when using the cruel costume
1.0.6:
- Fixed a vending machine crash
- Attempt to remedy an issue where saving after using assist mode would be impossible
- Adjusted Lucienne's dialogue
- Increased the max health coin gain from 5 to 10
- Removed the max health coin gain from levels in which the "save" pause menu option exists
- Capitalism achievement is now hidden
1.0.5:
- Most levels may now provide Tier 2 powerups in its boxes.
- Changed the effect for killing enemies with a nogravity fireball.
- Swapped two item sprites that were wrongly assigned.
- Beta 4 Patch 3 Hotfix addresses a memory leak issue and is encouraged to be used now.
- Redesigned the "Save + Quit" menu option to use Misc.exitEngine if the game is played on the Patch 3 hotfix. Old behaviour is retained in Patch 3.
- Fixed an issue where collectibles would sometimes not be collected properly.
- Final level: Adjusted some setups to make softlocking more difficult/impossible
- Final level: Adjusted portals to no longer randomly stop functioning
- Wind level: Now preloads final section background in the one-screen section.
- Wind level: Added an antisoftlock spike for brave souls.
- Spring level: Adjusted a setup for better flow.
- Train level: It is no longer possible to get hit during the second cutscene.
- Dolphin level: Fixed easy cheese
- Dolphin level: Added missing dolphin goo
- Bubble level: Added extra powerup
- Pepper level: Slightly adjusted various setups in the CP1 area
- Pepper level: Added a powerup to the CP1 area
- Pepper level: Adjusted incorrect coin guides
- HUB: Fixed an issue with the bank that would cause you to lose money you didn't have.
- HUB: The inn can now be used to refresh the vending machine
1.0.4:
- Fixed a bug where attempting to purchase too many items would crash the game.
1.0.3:
- Added a version check. If you don't have Patch 3, the game will now prompt you to update, and then violently explode.
- Made a secret area more accessible
- Added back in a secret area that became unused at some point during development
- Fixed confusion between two speedrun achievements
- Fixed a bug where Achievement 35 was unobtainable
- Fixed a bug where you could play as Peach
- Fixed a bug where speedrun mode was able to set/use the final boss level checkpoint flag. Speedruns of the final boss now always start at Phase 1
- Revamped the "Save + Quit" menu option to prevent returning to the legacy main menu. This prevents a save file overwrite bug.
- Attempt to fix a bug where crashing during speedrun mode could softlock you.
- Added an extra collider update when projectile colliders get spawned, preventing unfair hits against Mortimer and making first-frame colliders more predictable
- Fixed a bug where dying while not playing as the main character could crash lua
- Changed palette of diagonal podoboos in the conveyor level to be less eye-straining
- Resolved a clipping issue on the world map
1.0.2:
- Fixed an instance in the icicle level where you could die from too much speed accumulation
- Fixed a lua error in the mech boss
- Fixed an oversight in the campsite cutscene where run inputs would falsely be registered
- Fixed an issue in the teleporter level where fighterflies would crash the level when hit with a projectile (yes, really. fighterflies specifically)
- Removed all instances of vector array declarations in shaders (there was only one) to allow the shaders to compile on older graphics cards
1.0.1:
- Fixed a softlock in the mansion level
- Fixed a softlock in the water level
- Improved the "no pitfalls" cheat to circumvent various blunders
- The gramophone man will no longer crash the game when you try to have a conversation
- It's no longer possible to prematurely exit out of the map in the map obtaining cutscene
- The barriers in the three colour barrier level have gotten a visual upgrade, to be more easily distinguishable as passthrough