1. Update v1.0.2:
  2. General:
  3. Fixed 2D charging animation playing in reverse
  4.  
  5. Adjusted 2D charging animation speed to match original
  6.  
  7. Fixed the game time jumping far ahead when alt-tabbing
  8.  
  9. Added 3D Wave Cannon muzzle flash particles for the different charge levels
  10.  
  11. Fixed spelling/grammar errors in the French localization
  12.  
  13. Fixed Cyclone Force Capsule Laser being spammable during level transitions
  14.  
  15. Added delay before Capsule Laser Pit Unit shots can turn
  16.  
  17. Fixed audio issues with the charge sound effect playback
  18.  
  19. Fixed Display Issues with Ultrawide Resolutions
  20.  
  21. The player now gains invincibility on boss kills
  22.  
  23. Added flashing animation when player is invincible
  24.  
  25. Added missing default shot for LV1 Shadow Force when detached
  26.  
  27. Pit units now block shots correctly when in hyper mode
  28.  
  29. Fixed boss intro sting
  30.  
  31. Hyper mode heat sound effect now correctly switches when changing graphics mode
  32.  
  33. Changed 3D HUD Beam Type text to be consistent with 2D Version
  34.  
  35. Fixed Shadow Force Guide laser shooting faster than intended when shooting near an enemy
  36.  
  37. Reworked force docking behavior to match original
  38.  
  39. Fixed charge sound sticking when switching graphics mode
  40.  
  41. Fixed small 2D screen appearing when switching graphics mode after disabling crazy mode
  42.  
  43. Adjusted the cyclone force red laser behavior to match original game (Will now pierce through enemies)
  44.  
  45. Improved BGM looping
  46.  
  47. Level 1:
  48. Fixed frame pacing for shooting animation of 2D large mech robots
  49.  
  50. Fixed Stray Explosions when respawning on Stage 1 last checkpoint
  51.  
  52. Fixed incorrect behaviour in the Mode 7 Pillar section:
  53.  
  54. Small Mech Robots no longer go off screen
  55.  
  56. Pillar appearing now should match the original
  57.  
  58. In 2D Mode Robots now correctly appear behind the pillar
  59.  
  60. Spawn Positions for Robots adjusted to match original
  61.  
  62. Robots now turn before leaving, shooting animation offsets adjusted
  63.  
  64. Robots should now be hittable from the same time as the original
  65.  
  66. Level 3:
  67. Advanced mode turrets now immediately stop shooting when destroyed
  68.  
  69. Ambushing Robots now also have a camouflaged "eye" form in 3D
  70.  
  71. Fixed respawn position when respawning in vertical scroll sections
  72.  
  73. Level 4:
  74. Large red beams now destroy POW Armors
  75.  
  76. Level 5:
  77. Fixed invisible hitboxes being leftover when the second pair of WallSnakes are killed
  78.  
  79. Moving Block now correctly moves offscreen when the surrounding blocks have transformed
  80.  
  81. Force now attaches to the weakspot of Dobkeratops when launched at it
  82.  
  83. Cell boss now correctly plays its forming animation in the last phase
  84.  
  85. Cell boss hitbox now only gets activated once morph is complete in last phase
  86.  
  87. Transforming enemies (Green, Red, Yellow) are now invincible during their transform animation
  88.  
  89. The yellow tanks now correctly display their second form (Turret destroyed)
  90.  
  91. Green enemies now shoot in advanced mode
  92.  
  93. Fixed Outslay head appearing on the screen after defeating Gomander
  94.  
  95. Added missing advanced mode behaviour for Dobkeratops (Rest of the bosses coming soon)
  96.  
  97. Level 6:
  98. Fixed behaviour of blue crabs (90 degree monsters)
  99.  
  100. Slightly reduced speed of normal mode crabs
  101.  
  102. Improved wall collision accuracy of crabs
  103.  
  104. Crabs should now despawn reliably when moving offscreen
  105.  
  106. Fixed blue crabs colliding with walls while spawning
  107.  
  108. Fixed slider push strength being inconsistent at high framerates
  109.  
  110. Made safe spots consistent (Hanging to the left when the single wall moves towards the player now doesnt result in a death)
  111.  
  112. Mother BYDO fixes
  113.  
  114. Last phase now is invincible while shooting
  115.  
  116. Improved tracking of projectiles in mother bydo last phase on high fps
  117.  
  118. Last phase projectiles now can go further off the screen before despawning
  119.  
  120. Fixed mother bydo still doing damage after swallowing the force
  121.  
  122. Added the missing fade in/out sounds for level 6
  123.  
  124. Added Head Regrow Animation for EndBoss in 3D
  125.  
  126. Audio: Fixed intro sting in new graphics
  127.  
  128. Update v1.0.1:
  129. Controls & Configuration
  130. Left and right shoulder buttons can now be freely configured
  131.  
  132. Hyper Mode beam change and the beam/scanline toggles can now be assigned to action buttons
  133.  
  134.  
  135. Gameplay Fixes
  136. Fixed random deaths in Stage 6 caused by Bydo enemies hitting the player while still inside the dimension hole
  137.  
  138. Fixed Stage 1 background thruster effects incorrectly dealing damage to the player
  139.  
  140. Fixed the Force disappearing during level transitions
  141.  
  142. Cyclone Force yellow laser bits now correctly shoot lasers and can block bullets like a Force
  143.  
  144. Cyclone Force capsule lasers now correctly fire, deal pulse damage, and support 90-degree turns on enemies
  145.  
  146. Shadow Force red lasers no longer cancel each other when hitting something early after spawning
  147.  
  148. Shadow Force yellow laser now continues shooting when held against background blocks in Stage 5
  149.  
  150. Stage 3 boss yellow shot can no longer be blocked by the pit unit
  151.  
  152. Wave Cannon
  153. Wave Cannon now has distinct damage values while charging (4 / 8 / 12 / 16 / 20) with distinct visuals for each level
  154.  
  155. Wave Cannon now pierces through enemies until its damage budget is exhausted
  156.  
  157. Mega Wave Cannon damage overhauled — affects all boss fights
  158.  
  159. Mega Wave Cannon muzzle effect corrected in 2D mode
  160.  
  161.  
  162.  
  163. Collision & Hitboxes
  164. General hitbox adjustments — previously oversized hitboxes are corrected (e.g. restores a safe spot in Stage 1)
  165.  
  166. Vulcan shot hitbox now aligns with the player ship hitbox
  167.  
  168. Many shot collision adjustments: more shots can now be erased by Mega Wave Cannon; some shots can now be blocked by Force
  169.  
  170. Boss collision corrections across Stages 2, 3, and 4
  171.  
  172.  
  173.  
  174. Boss & Stage Fixes
  175. Final boss energy orbs now explode correctly when the boss body is destroyed in Phase 1
  176.  
  177. Final boss trailing orbs stop homing when the boss is dying in the last phase
  178.  
  179. Stage 4: doubled 3D background when dying after the factory mini boss is fixed
  180.  
  181. Stage 6 scrolling layer speed corrected — previously could create near-impossible situations near the dimension hole
  182.  
  183. Stage 2: large green alien now correctly destroys the wall in Advanced Mode
  184.  
  185.  
  186.  
  187. Audio
  188. Boss music and Final Boss music now start correctly with their intro
  189.  
  190. Final Boss music now restarts correctly after dying at the boss
  191.  
  192. Music looping corrected when switching audio versions
  193.  
  194. Stage 1 music loop timing added
  195.  
  196. Music fadeout and FPS-related audio issues fixed
  197.  
  198.  
  199.  
  200. Visual
  201. Force bit 2D visuals no longer get stuck in Hyper Mode appearance
  202.  
  203. Hit flash colour adjusted to better match the original game (slight blue tone)
  204.  
  205. Two background graphic blocks that should not have appeared in 3D mode removed