- Update v1.0.2:
- General:
- Fixed 2D charging animation playing in reverse
- Adjusted 2D charging animation speed to match original
- Fixed the game time jumping far ahead when alt-tabbing
- Added 3D Wave Cannon muzzle flash particles for the different charge levels
- Fixed spelling/grammar errors in the French localization
- Fixed Cyclone Force Capsule Laser being spammable during level transitions
- Added delay before Capsule Laser Pit Unit shots can turn
- Fixed audio issues with the charge sound effect playback
- Fixed Display Issues with Ultrawide Resolutions
- The player now gains invincibility on boss kills
- Added flashing animation when player is invincible
- Added missing default shot for LV1 Shadow Force when detached
- Pit units now block shots correctly when in hyper mode
- Fixed boss intro sting
- Hyper mode heat sound effect now correctly switches when changing graphics mode
- Changed 3D HUD Beam Type text to be consistent with 2D Version
- Fixed Shadow Force Guide laser shooting faster than intended when shooting near an enemy
- Reworked force docking behavior to match original
- Fixed charge sound sticking when switching graphics mode
- Fixed small 2D screen appearing when switching graphics mode after disabling crazy mode
- Adjusted the cyclone force red laser behavior to match original game (Will now pierce through enemies)
- Improved BGM looping
- Level 1:
- Fixed frame pacing for shooting animation of 2D large mech robots
- Fixed Stray Explosions when respawning on Stage 1 last checkpoint
- Fixed incorrect behaviour in the Mode 7 Pillar section:
- Small Mech Robots no longer go off screen
- Pillar appearing now should match the original
- In 2D Mode Robots now correctly appear behind the pillar
- Spawn Positions for Robots adjusted to match original
- Robots now turn before leaving, shooting animation offsets adjusted
- Robots should now be hittable from the same time as the original
- Level 3:
- Advanced mode turrets now immediately stop shooting when destroyed
- Ambushing Robots now also have a camouflaged "eye" form in 3D
- Fixed respawn position when respawning in vertical scroll sections
- Level 4:
- Large red beams now destroy POW Armors
- Level 5:
- Fixed invisible hitboxes being leftover when the second pair of WallSnakes are killed
- Moving Block now correctly moves offscreen when the surrounding blocks have transformed
- Force now attaches to the weakspot of Dobkeratops when launched at it
- Cell boss now correctly plays its forming animation in the last phase
- Cell boss hitbox now only gets activated once morph is complete in last phase
- Transforming enemies (Green, Red, Yellow) are now invincible during their transform animation
- The yellow tanks now correctly display their second form (Turret destroyed)
- Green enemies now shoot in advanced mode
- Fixed Outslay head appearing on the screen after defeating Gomander
- Added missing advanced mode behaviour for Dobkeratops (Rest of the bosses coming soon)
- Level 6:
- Fixed behaviour of blue crabs (90 degree monsters)
- Slightly reduced speed of normal mode crabs
- Improved wall collision accuracy of crabs
- Crabs should now despawn reliably when moving offscreen
- Fixed blue crabs colliding with walls while spawning
- Fixed slider push strength being inconsistent at high framerates
- Made safe spots consistent (Hanging to the left when the single wall moves towards the player now doesnt result in a death)
- Mother BYDO fixes
- Last phase now is invincible while shooting
- Improved tracking of projectiles in mother bydo last phase on high fps
- Last phase projectiles now can go further off the screen before despawning
- Fixed mother bydo still doing damage after swallowing the force
- Added the missing fade in/out sounds for level 6
- Added Head Regrow Animation for EndBoss in 3D
- Audio: Fixed intro sting in new graphics
- Update v1.0.1:
- Controls & Configuration
- Left and right shoulder buttons can now be freely configured
- Hyper Mode beam change and the beam/scanline toggles can now be assigned to action buttons
- Gameplay Fixes
- Fixed random deaths in Stage 6 caused by Bydo enemies hitting the player while still inside the dimension hole
- Fixed Stage 1 background thruster effects incorrectly dealing damage to the player
- Fixed the Force disappearing during level transitions
- Cyclone Force yellow laser bits now correctly shoot lasers and can block bullets like a Force
- Cyclone Force capsule lasers now correctly fire, deal pulse damage, and support 90-degree turns on enemies
- Shadow Force red lasers no longer cancel each other when hitting something early after spawning
- Shadow Force yellow laser now continues shooting when held against background blocks in Stage 5
- Stage 3 boss yellow shot can no longer be blocked by the pit unit
- Wave Cannon
- Wave Cannon now has distinct damage values while charging (4 / 8 / 12 / 16 / 20) with distinct visuals for each level
- Wave Cannon now pierces through enemies until its damage budget is exhausted
- Mega Wave Cannon damage overhauled — affects all boss fights
- Mega Wave Cannon muzzle effect corrected in 2D mode
- Collision & Hitboxes
- General hitbox adjustments — previously oversized hitboxes are corrected (e.g. restores a safe spot in Stage 1)
- Vulcan shot hitbox now aligns with the player ship hitbox
- Many shot collision adjustments: more shots can now be erased by Mega Wave Cannon; some shots can now be blocked by Force
- Boss collision corrections across Stages 2, 3, and 4
- Boss & Stage Fixes
- Final boss energy orbs now explode correctly when the boss body is destroyed in Phase 1
- Final boss trailing orbs stop homing when the boss is dying in the last phase
- Stage 4: doubled 3D background when dying after the factory mini boss is fixed
- Stage 6 scrolling layer speed corrected — previously could create near-impossible situations near the dimension hole
- Stage 2: large green alien now correctly destroys the wall in Advanced Mode
- Audio
- Boss music and Final Boss music now start correctly with their intro
- Final Boss music now restarts correctly after dying at the boss
- Music looping corrected when switching audio versions
- Stage 1 music loop timing added
- Music fadeout and FPS-related audio issues fixed
- Visual
- Force bit 2D visuals no longer get stuck in Hyper Mode appearance
- Hit flash colour adjusted to better match the original game (slight blue tone)
- Two background graphic blocks that should not have appeared in 3D mode removed