Hello again ladies and gents. To celebrate the release of SRB2 v2.2.11, all the text in this page is now being displayed at 60 FPS!

Massive thanks to GomaTheMascar for handling today's update. Here's what was patched up.

Tweaks:
- Replaced temporary Unidus back to Pointies in LGZ1 and LGZ2
- Added Gravity parameters to SWZ1, SWZ2 and SSZ (main campaign and archives) to replace deprecated Custom Global Gravity sectors
- Changed 2.0 Sea Egg to use the new P_MoveOrigin function

Fixes:
- Your emeralds should no longer be reset in multiplayer when warping to a level with a cutscene
- Replaced deprecated Bouncy FOF sector type with the linedef type 76 replacement in LGZ2 and SWZ1
- Fixed misplaced death pit on top of a cog in AAZ2
- Fixed raising sectors in SWZ1 halls in multiplayer
- Fixed death pit ceilings not killing players in reversed gravity in SWZ1
- Fixed walls damaging player in a hidden cove in ECZ1
- Fixed the weird halls on netgame for the archived SWZ1
We got a report of a very worrying multiplayer softlock in Eruption Conduit 2, so we're rolling out a patch to fix it ASAP

Fixes:
- Fixed a multiplayer softlock in ECZ2 wherein a player could lock themselves in the crawla commando room, die and make the rest of the level inaccessible
- Fixed some non-shimmering sand in GCZ1
- Fixed some missing wall textures in AAZ1 and AAZ2
- Added a small red arrow to the floor of AAZ2 in front of the new zoom tube used to get into the library after it has been flooded

Known issues:
- Warping to a level with a cutscene in multiplayer mode resets all your emeralds. This is a vanilla bug and it has already been reported on gitlab, so all we can do about it is wait.
- Becoming small in LGZ1 is jank as hell and can very much end up with you clipping through walls. I will not be held responsible for players who end up in the backrooms.
We heard you, and now it's here: the amount of emerald tokens in Tortured Planet has been doubled! Previously only the first act of every zone had a token, but now every second act also has one, bringing the total token count from 9 to 18. And of course, we squashed plenty of bugs while we were at it too.

TOKEA0.png
Major changes:
- Each zone's second act now has an emerald token of its own! They might be slightly easier to find than the originals, but you'll still need to search high and low.

Fixes and tweaks:
- A force shield has been hidden in AAZ2 to help eagle eyed players get the score attack emblem
- Removed a few Spike enemies from Archives LGZ1 and 2 that are particularly sigsegv-inclined
- Lessened the sheer spike spam in GCZ to reduce a few frame rate dips on weaker systems
- Made a bustable wall in SAZ2 more apparent
- The game should now properly save your progress in boss acts
- Fixed missing textures in Archives LGZ1 and Archives ECZ1
- Fixed up some holes in SWZ2 and Archives SWZ2 that were only present in opengl
- Fixed Wacky Tesseract and Upload Download appearing in the single player level select
- Fixed SWZ1's opening cutscene ending before its text fully appears
- Fixed a missing texture in a GCZ1 crusher
This is a really long list of fixes, one of them being the infamous Liftoff Gantry SIGSEGV crashes... Sadly, we had to replace all Pointy enemies to Unidus for now. We know that Unidus don't really act like Pointy, but it looks like the crash itself is gonna be fixed in the next SRB2 patch, so we are gonna wait until that rolls out to revert them back. So then, here's the changelog for version 11.3:

Fixes:
- Fixed Bleech Bouncer sprites to use full rotation
- Fixed SAZ2 non-climbable walls
- Fixed SAZ2 bustable block
- Fixed DDZ1 missing water current
- Fixed DDZ1 boxes flat textures
- Fixed DDZ2 missing half-light blocks
- Fixed DDZ2 thok barrier on sea section
- Fixed SNZ2 small slime trail on a spring platform
- Fixed GCZ2 sand currents textures scrolling to the wrong directions
- Replaced FSZ1-FSZ2 barrel top textures
- Fixed FSZ2 slime trail on rope hang section
- Fixed LGZ2 missing pillars
- Fixed LGZ2 pillars blocking 2D camera
- Temporarily replaced all LGZ Pointy enemies to Unidus until the crash gets fixed, and also adjusted their height to -16 to compensate Knuckles jump height
- SWZ1 gravity switch buttons should open the doors more consistently now
- Fixed SWZ2 missing death pit on ceiling
- Fixed SWZ2 character splitted-path doors not working
- Fixed SWZ2 spingap-blocked section right before a checkpoint
- Fixed SWZ2 death pit not killing players in flipped gravity section
- Fixed SWZ2 missing fog under platforms on gravity switching section
- Fixed AAZ2 midtextures in wrong places and offsets
- Fixed AAZ2 moving platforms brightness
Hoo boy, you guys found a lot of small issues throughout the mod, and a very worrying one in Liftoff Gantry 1. Let's go ahead and address all of that

Added:
- The Blecch Bouncer enemy now has all new sprites, courtesy of SonicX8000, the original artist for the enemy!

Blecch.gif

Fixed:
- Added a zoom tube to AAZ2 to prevent a multiplayer softlock at the flooded library
- Properly aligned SNZ1's rope pulley with the spring under it
- Blecch Bouncer's goop should no longer stick around forever
- Fixed some holes in the lava in ECZ2
- Fixed the DDZ1 cutscene ending before the text does
- Removed a Pointy enemy close to a zoom tube in LGZ1 which was causing a crash in some specific situations
- Fixed some non-slippery ice in SNZ2
- Fixed a hole in the quick sand in GCZ1
- Fixed an area with "watery goo" in FSZ1
- Added proper ceiling and floor textures to a goofall in FSZ1
- The title screen should no longer show a hole through the planet at certain resolutions...hopefully.
- Re-added a missing L to the file name that went missing in v11.1...whoops.
Seems like a few issues slipped through the cracks, so let's address them right away.
  • Fixed a few electrified ceilings in an ECZ1 tunnel not being actually electrified at all
  • Fixed the music for Slippery Skirmish, Weightless Whaling and What The Heck zones
    • What the Heck zone now uses the new Spacewalk act 2 theme, as opposed to being dead silent
  • Fixed a weird protrusion in the egg capsule in ECZ3
  • Fixed Wacky Tesseract and Upload Download's NextLevel parameters
    • Finishing these stages used to take you to completely bugged levels
Known issues:
  • Seems like Liftoff Gantry Act 1 has a sigsegv problem for tsourdt3rd users, as going into the stage's first zoom tube crashes the game.
    • This issue does not seem to be present in 2.2.10 nor 2.2.11's prereleases, but if your game crashes in that specific zoom tube anyway please let me know! You can find my discord handle in my profile.
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