Windswept

Windswept : Hotfix V1.0.9

Hotfix V1.0.9

The list items below outline the issue that has been resolved:

General Fixes:

• Multiplayer: Calling turtle back while it’s in poison water would damage it
• Multiplayer: Dismounting Nippa as the companion player didn’t bounce you up high enough, making you remount immediately
• Multiplayer: Certain actions/states, such as dropdashing, would cancel if the other player took damage
• Multiplayer: Entering a cannon when the other player was on a mount would get rid of their mount and put them in a glitched state
• Players could softlock the game by performing a tagteam on the same frame they hit the death plane
• Players could softlock entering the first cannon in Vexatious Vents on the same frame it became inactive
• There was incorrect collision in Bridgewheel Waterway that could lead to players getting stuck in the ceiling
• With the ‘Create Checkpoints’ assist active, it was possible to create Checkpoints in Laamp’s Shade which impacted Minigame start points
• With the ‘Create Checkpoints’ assist active, Dreadmaw wouldn’t appear if checkpoints were made outside its trigger zones
• Loading a checkpoint from the overworld would reset the stage timer
• The dragonfly bridge in Quick Pip Runner was killable, causing issues for players that didn’t reach the next checkpoint
• Conveyor belts would continue to push you during a throw animation, displacing your camera position
• Enemies could sometimes fall through moving platforms
• It was possible to bounce on enemies while upside down on a ceiling
• It was possible to (often accidentally) get the « Turtle Tennis » and « You’re Out! » achievements by chaining hits off an unkillable enemy
• It was possible to get the « Shooting Star » achievement by licking enough flowers in a level with Hue, the timer never reset after losing speed
• It was possible to softlock by getting stuck entering a bucket and cannon over and over
• Preloading a save file containing a checkpoint and then loading a new file would carry the saved checkpoint status across
• Secondary bindings were interfering with the Glide action
• Clearing a binding on controller would refresh the controller state, making it press again every second frame
• Erasing a save file on the secret screens when you had a full team would unstick the camera from its location
• V1.0.7 introduced a bug that voided ‘Broke’ status in a stage if you touched a Buddy Bubble, Checkpoint Bubble or unspawned Moon/Comet Coin

Visual Fixes:

• Camera panned up too quickly when heading down to the bottom left of Dropdash Chaparral
• Broke/Pacifist progress wouldn’t show on stage markers until after beating the game or enabling modifiers, causing confusion
• Button prompts would change from controller to keyboard on keypress, but wouldn’t change back unless a different controller was pressed
• Enemies flying off the screen after dying would flicker on stages with screen wrap

 Quality of Life:

• It was possible to buffer TagTeam/Piggyback before a cutscene ends up but not Jump/Attack – now all can be buffered

Chaos Mode:

• A scrollbar would appear in the middle of the pause menu behind the text
• Gravity modifiers were only applied every second frame
• Coin Magnet/Repel was only applied every 5 frames
• Invisible Stage Goal modifier made the Goal flicker every few frames
• Invisible Baddies modifier made Grabba flicker every few frames

Randomizer:

• Game would softlock when entering a warp that leads to a soul link bonus due to the cutscenes interfering
• Lava Pike Polder wouldn’t randomize due to a missing setting
• Removed « No Music » from the Music RNG Pool
• Entering a bonus would often stop the music