BIG UPDATE


It's time for the first of many updates!

Here's the list of patch notes:

Bugs:

  • Achievements implementation fix. The achievements you should have gotten will now be populated on startup
  • Invisible triggers should not kill you now
  • Save progress should never be lost, even if you alt+f4
  • Fixed some triggering volume logic. This affects levels loading properly (chapter 6 after the harvester). Waypoint hints may also be fixed. Chapter 8 path block may also be fixed. Please report if not with your save.dat and player.log file!
  • Not really a bug, but the community updated some dialogue in certain locales

Control jank fixes:

  • Standing next to a slide and jumping should not launch you off
  • Tic-Tacs had a minor change that may help improve reliability, but still thinking about this one
  • No more dying when touching a vertical wall at terminal velocity

Waste tunnel improvements:

  • Death volume is now below sludge so it will feel more fair
  • Flare light range has increased
  • Flares last longer, so you can trace a path with them, or take your time platforming
  • Don't allow looping back into start of caves once you've triggered the sludge flow
  • Chase segment sludge has been slowed down a bit

Failed Biome improvements:

  • Better teaching of Tic-Tac by having the tutorial appear right after getting it, and the exit being closer by
  • Player cannot start the sky tram if they don't have the Mold Flower
  • There are now 3 paths to the mold flower, and underneath the island is visible from farther away to make it more obvious that you have to go under the island
  • Added some new checkpoints here and there

Dissolution improvements:

  • Added more platforms in area after the long fall
  • Added platforms in the area where you have to go upwards through a hole
  • Second last section where you surf on the left: I cut off the top part since folks mistakenly went up
  • Removed misleading path in the meat room
  • Slowed down many sequences of meat and blocks
  • Made it clearer that the block in the rotating checkered room kills you by changing the texture to glow-meat
  • Increased the length of the starting area so that it better trains the player to use the grappling hook (also more fun to be had)

I'm still looking for solutions to accommodate pure exploration players. Including a mode that simply stops the chases in the game. I just don't know how to do this for the last chapter for obvious reasons.

I hope these changes at least ease the pains some of you have been having. I already have things in mind for the next update too, so stay tuned for more!

Files

LornsLureLinux.zip 751 MB
17 days ago
LornsLureMac.app.zip 731 MB
17 days ago
LornsLureWindows.zip 724 MB
17 days ago

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