• Moved the new Menu Button Style option to Player 1's Gamepad Settings to fix an issue where trying to open the sound menu crashes the game
    • the gamepad refactor made it so having any toggles placed in the main options menu causes a crash when opening the sound menu specifically???
  • Fixed the Viewpoint Switch buttons doing nothing on gamepad
  • Fixed the Chasecam Toggle button doing nothing in general
  • Fixed the KeyDown and KeyUp lua hooks not detecting input from gamepads
    • this one was already a known issue with the gamepad refactor but i forgor to fix it before release
See previous update post for the main F3 release notes :mrgreen:
  • Cool!
Reactions: SusSped
this was supposed to be the world's most normal hotfix but then i got carried away
  • Implemented the gamepad refactor by Lactozilla, with additional fixes by sphere & pastel
    • This is the same refactor that was planned to be in vanilla but got scrapped at some point
    • No more axis pain, the triggers can be bound like normal buttons
    • You may need to rebind some controls depending on your current reveries.cfg
  • Added a "Menu Button Style" option in control settings, which can swap the confirm button used in the menus between Standard and Nintendo layouts
    • Standard Layout: the bottom face button acts as ENTER, the left and right face buttons act as ESCAPE, and the top face button acts as BACKSPACE
    • Nintendo Layout: the right face button acts as ENTER, the bottom and left face buttons act as ESCAPE, and the top face button acts as BACKSPACE
    • This setting does absolutely nothing for keyboard users
  • Reverted sphere's music patch to fix music sometimes not playing
  • Updated hanicef's PointOnSide optimisation to fix issues with broken geometry in some custom maps
    • Applies to OLDC 2024 R1 Hub, Lava Temple, Alabaster Fountain, etc
  • Having pw_strong retains score chains
    • Moves such as Amy's Hammer Twirl, Knuckles' Bulldoze, and Metal's Dashmode can build your chain just like rolling already could
  • Adventure Sonic now has a custom Turtle Roll variant (tape included) which enables him to use the homing attack or spin trick afterward
    • Except in Rush Mode, where the Turtle Roll has been disabled to fix the Humming Top trick being unusable
  • Metal's Quick Roll always resets to its full duration when hitting a target, instead of regaining less time the longer you've already been rolling
    • Also fixed monitors not applying the speed boost
  • Even more Amy fixes because this engine is jank
    • Fixed the Hammer Twirl not canceling when touching a horizontal spring midair
    • Fixed hammer extended hitbox not applying to monitors or destructible pushables at all
    • Fixed rebound working on destructible pushables when it shouldn't have
  • Fixed a physics issue inherited from vanilla SRB2 where shorter characters like Marine and Reveries Amy would not get a boost from exiting water after power springing
  • Applied some duct tape to "fix" the vanilla SRB2 bug where P_LineIsBlocking false positives while beneath a polyobject
    • This should prevent the Comet Dash from activating its rebound on air in the final tower of Castle Eggman 2, among other instances
  • Message for passing a single act zone was reworded to match how Sonic 2 behaves
  • Title screen cheat code changes
    • Level select word is "fishbake" instead of "cashrida"
    • Sonic 3 level select code (currently keyboard only) can also be used to activate ultimate mode
    • Sonic & Knuckles level select code (currently keyboard only) can also be used to activate level select
  • Record Attack retry was made always instant to work around the game not being able to detect the pause button being held down on gamepads

Attachments

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  • Fixed being unable to drill enemies as Sonic in Nights Mode
  • Fixed massive bruh moment where Hammer Spin no longer had an extended hitbox after the first bounce
  • Fixed deceleraton accidentally scaling off normalspeed instead of being constant
    • This only matters for custom characters with a different normalspeed than the default
  • Fixed shooting in the air as Fang making releasing jump not cut your upwards momentum
  • Overhaul to Amy's Hammer Twirl
    • Reduces your handling instead of ignoring all input
    • You can jump during the move, curling afterwards
  • Super Peelout now launches at higher speeds in every charge stage while Super Sonic
  • Added three console variables to disable the jump+jump abilities of Sonic, Amy, and Metal Sonic
    • These 3 characters in specific tend to have massive conflicts with other custom moveset mods, so this should hopefully be a functional enough workaround
    • "eclipse" is for Sonic, "heartbreak" is for Amy, and "underdrive" is for Metal Sonic

srb20019.gif


Note about 3D models: Jeck's models work with Reveries, supporting all of the vanilla cast's custom frames excluding the Drop Boost but you need to use the models included with SRB2 versions 2.2.13 or higher, not the ones in the Jeck Jims models addon. As as of (current date), the vanilla cast models on the message board's Jeck Jims model pack are still outdated so if you install all the models from there they will get overridden. Steam Deck & Linux Flatpak users can ignore this message as the correct models are already installed thanks to the power of extra-data grabbing them directly from the 2.2.14 assets folder.

now if you'll excuse me i'm going to go play ANTONBLAST for 2 weeks
I got tired of waiting for 2.2.14 to officially come out to release this, so here's the final major update of Reveries. Expect more minor updates. Due to this, all future versions will be prefixed with F (final), followed by the release number.

Notice: while an Android build of this release exists, it currently crashes on startup, so a download is not provided.

Also included in this update is a new "separate folder" assets zip, for those who want to install the game in a different folder from their normal SRB2 install. If you're installing in the same folder, you only need the reveries_windows zip as usual.

Changelog:
  • Better analogue stick movement
    • No more walking in place at low tilt!
    • It's not 100% ideal to how I wanted it but it's close enough with how much I had to fight SRB2 to get this to work
  • Neutral friction is less aggressive
  • Characters were given a small handling boost that should help with turning at high speeds
  • Super forms now benefit from shield abilities, speed shoes, and invulnerability
    • Due to being otherwise redundant, invulnerability will prevent super ring drain for its duration
  • Powerup jingles now play while super if the super music is disabled
  • Fixed multiple issues with Mario Bros
  • Sonic will ignore enemy bounce while holding a charged Drop Boost
  • Fixed the Comet Dash cutting air drag resistance from springs short
  • Cosmetic adjustments to Amy
    • Now uses additional SFX from Origins for her abilities
    • Hammer Whack is now Hammer Twirl: while identical to the previous Hammer Whack in a gameplay sense, the new animation is a much better visual representation of its hitbox and handling
  • Resolution now defaults to 1600x900 instead of 1280x800
    • FOV is slightly higher by default to account for playing in 16:9 resolutions
  • Swapped out boss Fang's pinch bombs with a new pop-shot projectile to make playing the fight aggressively far more forgiving
  • Increased the pacing of the Metal Sonic boss
    • Time between attacks and general downtime have been drastically reduced
    • It is unclear whether this makes the fight easier or harder overall
  • Devmode now shows pw_strong value and also some Reveries-specific variables
  • Getting an extra life in the OLDC or other maps that don't use lives will give you 25 rings instead of 100 rings
    • 100 rings per box was just way too many
    • Fun fact: this is a reference to the Silver Ring box from pre-2.0 SRB2 versions
  • Replaced the quit message with new Reveries Tips.
    • Whether these tips are actually helpful is dubious at best.
Finally, all the scattered fragments of Reveries have assembled. This mod has evolved from rphys into its final form: the true Reveries!

Based on 2.2.14 nightly and manually bugfixed to a presentable state, which means no mobile version yet - I'll be sure to make that available as soon as the 2.2.14 mobile version is. It might be a bit because vanilla 2.2.14 isn't even out yet, but this update is already so big I didn't want to hold it back any longer.

As a result, this is considered an Early Access™ release of v9. Expect a stability update once 2.2.14 is out.

If you're interested in the SRB2 2.2.14 changelog, see here: https://git.do.srb2.org/STJr/SRB2/-/wikis/Changelogs/2.2.14

I've also applied the needed patches to fix the SUGOI crashes, so you can play the SUGOI trilogy using this build if you want.

IMPORTANT: due to config incomptability with vanilla, Reveries will use reveries.cfg instead of config.cfg. You can either copy your old config or set up your controls again. There's a new Shield button from 2.2.14 which is very important to this mod, so keep that in mind. I also changed several defaults to ones more suitable for Reveries gameplay, but it's not a huge deal if you'd rather use your old config.

Changelog:
  • General adjustments to improve user experience
  • Added setting to toggle Super music
    • You can find it at the bottom of the Sound Options menu.
    • Or just change the "supersound" cvar from the console.
  • Increased acceleration power globally (except in 2D mode)
  • Added coyote time, signified by airwalking
  • Save files from unloaded addons now tell you who the file belongs to
  • New feature: Quick Spindash! Hold back to skid, and then press Spin to instantly begin charging a Spindash without needing to fully stop.
  • Spring tricks have returned, fully revamped:
    • Spin characters may use the Anti Flying Turtle Roll by pressing Spin while springing upwards - this is a defensive maneuver which cuts your spring launch short and enters a roll state. There are many applications for this move, but it's up to you to discover them.
    • Nonspin characters may use their normal abilities off springs. Watch out for the star effect when launching off a spring - if you see it, your character qualifies.
  • Numerous potential softlocks in custom maps have been fixed. In particular, bonking the sky no longer cuts spring launches short.
  • Improved controls when hitting springs
  • Characters may roll upon landing after using abilities when appropriate
  • Super characters can use shield abilities if they pick up a shield
  • Implemented a modified version of Princess Plushima's FlowBubble: https://mb.srb2.org/addons/plushimas-asset-collection-pac.3139/
    • The stupid bubble enemy from Azure Temple has had its behaviour updated to match
  • The opponent Metal Sonic in Black Core 1 has his new moveset
    • Level time limit is the same as vanilla for fairness sake, but try to beat the new faster Metal Sonic to the goal for an extra challenge
  • Improved custom character compatability
  • New default hud based on a slightly modified SonicX8000's hud https://mb.srb2.org/addons/sonicx8000s-huds-fonts.1866/
  • Added the new hook PeeloutSpecial which fires when pressing the Shield button even without a shield. Reminder that the global rphys can check for the presence of this mod!
  • Shield abilities revamped:
    • Force Shield
      • Replaced the Force Stop with Force Stasis. Hold down the Shield button to stall in midair, and release to restore your previous speed in the direction the camera is facing. You can also press Jump to redirect your speed downwards.
      • Enhanced passive: Taking damage with a fully reinforced Force Shield won't stun you.
    • Elemental Shield:
      • Replaced the Elemental Stomp with Elemental Rise: Cancel all momentum and rocket directly upwards, detonating in a burst of flame (or bubbles) at the end. Press the Shield button again to detonate early!
      • Enhanced passive: Fire trail also generates when running in addition to rolling.
    • Whirlwind Shield:
      • There is now a particle effect when using the ability. This shield was pretty good as is, and its activation conditions makes more sense thanks to the new Shield button.
    • Attraction Shield:
      • Homing attack is faster and may target springs and monitors. Successfully striking an enemy will refresh all of your abilities, not just the homing attack.
    • Ash Shield:
      • Replaces the Pity Shield. Granted to all shieldless players when popping an Armageddon Monitor, which now devastates a huge area with an instant catastophic explosion. Note that it is still possible to obtain the Armageddon Shield under certain circumstances, in which case manually detonating it will degrade it into an Ash Shield.
    • Thorn Shield:
      • Returning from the pure lua version of Reveries, this is a new shield that can be acquired exclusively from Pity Monitors. Other sources of Pity will give you the Ash Shield instead.
      • Active: Thorn Switch - Reverses your vertical momentum, firing thorns in the direction of your previous momentum. The thorns explode into clouds of AoE poison upon contact with any surface or entity.
      • Passive: Spike Immunity
    • Flame Shield:
      • Thrusts much faster, roughly equivalent to the Thok at minimum speed. Use it while moving fast to go even faster! This ability is kind of ridiculous, but offers little benefit outside of raw speed.
    • Bubble Shield:
      • Abilities may be used after bouncing.
      • Nonspin characters will use roll state, making it more consistent with the other S3K shields.
    • Thunder Shield:
      • No changes?
  • Replaced the Sonic moveset:
    • Jump+Jump Ability: Comet Dash
      • Boost up to thok speed for a short time, canceling any downwards momentum. Hit a wall while holding jump to rebound off it and refresh the dash, but do this twice and Sonic will uncurl. If you hit an enemy after the dash ends, the ability will completely refresh.
    • Jump+Spin Ability: Drop Boost
      • Acts like the Drop Dash from Sonic Mania, but can be chained to build up more and more speed. Can still be used after using other air abilities, including the Anti Flying Turtle Roll.
    • Shield on Ground: Super Peelout
      • Hold shield to charge the peelout. Release at max charge to take off at high speed, rapidly accelerating over time. Its top speed is unrivaled among Sonic's kit, but any jump or roll will end the peelout. This is an advanced move, so here's some tips:
        • Tip 1: Take note of the terrain! It's usually faster to Spindash instead if you expect to jump soon.
        • Tip 2: Entering the air in a non-roll state won't cancel the peelout. If you keep your speed up, you can even maintain it across spring chains.
  • Tails may boost carried allies forwards by pressing Shield.
  • Knuckles can now damage enenmies during his run state. Keep moving and power through the horde, but note that similarly to the glide, only the front of Knuckles does damage!
  • Amy's ground hammer attack has been moved to Shield on Ground. Tying it to roll made clearing spikes and such extremely awkward.
  • Fang has been revamped:
    • Repeatedly bouncing builds up speed.
    • Bounce goes higher vertically.
    • Canceling bounce cuts upwards vertical momentum only in the same fashion releasing jump during a normal jump does.
    • Bounce may now interact with floors instead of always ignoring them.
      • Fixed getting hurt by rising lava during bounce landing.
    • Fang can shoot after bouncing again - this was always intended but it got lost at some point.
  • Metal Sonic adjustments:
    • Jet Burst cancels if you slow down too much or hit a wall.
    • Dash Charge moved to Shield on Ground, with Quick Roll always available on Spin.
    • Quick Roll's speed now matches the air ability, including the dashmode enhancement.
    • Using the Quick Roll to defeat an enemy provides a speed boost. Roll through crowds to stack tons of speed!
    • Removed the Booster due to it being extremely broken and having no downside to constantly using it (the same effect is available via speed shoes + dashmode tho).
    • Dash Charge no longer requires holding forwards to release. That was never intended but was there as a workaround to a bug that I've finally fixed in this version.
KNOWN ISSUES - I've patched out most of the indev 2.2.14 bugs but two still stand:
  1. Mario Bros secondcolor and cape do not display correctly. Their gameplay is unaffected.
  2. A few modded maps have issues with texture transparency. The vast majority of modded maps should look fine though.
Oops, the Android version was broken. Please redownload the APK from the v8 release, it should actually work now.

Remember to uninstall your existing rphys app before updating!

Big thanks to bitten2up for helping troubleshoot.

vvv see previous update post for v8 release notes vvv
  • Cool!
Reactions: Kaio and SusSped
Hi, new version here with lots of fixes and proper support for the Chaotix mod. See the full changelog below:
  • Various fixes to properly support Chaotix
    • Title screen actually works instead of showing a black void
    • Heavy controls like he should instead of blitzing to 300 fracunits/tic in two seconds
    • Charmy spindash has proper friction
  • Overhauled spring and thrusting mechanics
    • See before and after
    • Springs should almost never undershoot unless the ceiling is too low (roger maps)
    • You can finally reach the exit of Sunset Something Act 1 in Cyberdime without needing to hit the spring at an overly precise angle
  • Minor tweaks to the controls
  • Added OpenGL palette rendering (credit Hannu Hanhi)
    • It's off by default, turn it on in OpenGL options
    • Android version does not have this as porting it to GLES is a massive hassle
  • Certain mods such as Mario and Adventure Sonic control a bit more faithfully
  • Removed the uncurl from Sonic's ability
    • It was part of a mechanic that no longer exists and very out of place
  • Amy's double jump refreshes upon hitting an enemy
  • Replays actually work again instead of turning you into Sonic (silly upstream issue)
  • Miscellaneous bugs eradicated
    • Fixed using the hover whisp as Whisper temporarily permanently reducing her normalspeed
    • Fixed Amy's hearts spawning in the wrong place in reverse gravity
    • Some other fixes from upstream
  • Cool!
Reactions: Kaio
Once again it's time to bring rphys up to date with the current version of SRB2.

Changelog:
  • Slopes have been adjusted to be less disruptive to platforming
  • Acceleration on ice is now a slight boost instead of a major reduction
    • Ice was slippery enough already and the old acceleration made Luigi control like a semi truck
  • Fixed the Trick Spin thok barrier detection malfunctioning in reverse gravity
  • Tails flight behaviour is a bit more accurate and less jerky
  • Fixed swimming having the wrong top speed
  • Rolling has more friction at very low speeds
  • Mobjscaled springs should behave better
  • Amy moveset adjustments
    • Using the hammer on the ground also has an expanded hitbox instead of only duing Hammer Spin
    • Hammer Spin was moved to the Spin key
    • Amy can double jump, and using the second jump refreshes Hammer Spin if it's already been used
    • Hammer Spin no longer automatically cancels when hitting something
      • Instead, the timer before fast falling begins is reset
    • Rebounding off the ground gains more speed but less height
      • Her v6 gameplay felt like a worse version of Fang to me, which is the reason for these changes
  • Metal Sonic moveset adjustments
    • Jet Burst now reduces the effect of gravity as long as jump remains held
      • However, using the ability causes Metal Sonic to uncurl (acts similar to vanilla float)
Changelog:
  • Fixed the Trick Spin wall drop dash getting activated by monitors
  • Air drag now works correctly underwater
  • Fixed inconsistent player speeds in 2d mode
  • Removed the Amy wallbounce thing. It may return in the future, but it needs a lot more polish and the current version caused several bugs. This fixes the following:
    • Unable to break monitors from above with Hammer Spin
    • Heart particles not showing up when hitting enemies or springs with Hammer Spin
    • Maybe fixed the "rolling in spindash state" bug? I couldn't reproduce it so I'm not sure.
  • Fixed spindashing on a slope as Amy spawning buggy hearts
  • Reverted v6a's diagonal spring buff because it casued several vanilla map spring chains to overshoot
    • afaik the only map that is currently impossible as no ability Sonic due to springs undershooting is Angel Island Fall
    • Sunrise Uplands 1 cuts it close but the spring before the goal is barely possible with a precise jump
  • Yellow and red boosters now provide the same thrust as yellow and red horizontal springs
    • Previously, the yellow booster was slightly too slow and the red booster was far too fast
This mod is now available on Android. Since the apk is too big so I had to move the downloads to github. Just click on the button and pick rphys-windows.zip if you're on Windows and rphys-android.apk if you're on Android.

You do not need to uninstall the existing SRB2 app to use the Android version, Both can coexist on your device, though I recommend backing up gamedata.dat first just in case something weird happens.

Meanwhile, changelog:
  • Fixed an issue where Amy could launch herself into orbit by quickly double tapping spin on the ground
  • Amy can now perform a speed-based wall jump by using the ground hammer swing on a wall
  • Patched a silly conveyor belt mishap
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