Welcome to Version 1.0! This is the first major release of Cave Story: Tweaked. This includes all features of 0.8.4 as well as several new ones and fixes.
Changelog is big for this one so it gets to be spoilered:
New
Added Controls option: Strafing! You can map a Key (C by default) or button in your controller to walk without changing your facing direction. This is based on how Cave Story+ for Switch implements said feature.
Added Tweak: Boss Health Multiplier! This lets you lower (or increase) the max life of every boss in the game, from a measle 1 HP to a full fledged 200% increase.
Added Tweak: Game Speed modifier! Change the speed the game moves at in real time, from 50% to 150%.
Changed
Revamped Title Screen!
New background art, inspired by CS+
Reworked Title Logo. Also better centered.
Replaced Title.png "New" and "Load" text with ingame font "New Game" and "Continue" text.
Added Options, Tweaks, and Quit options to the title screen menu.
ESC/Pause buttons do not work on title screen anymore (redundant as Quit and Options are now reachable from title screen alone).
Continue option is now disabled and cannot be selected if the game cannot find a Profile.dat file (i.e., if there's no save file to continue off of).
Fixed issues with movement that made it to v0.8.4 after a failed implementation of Mirror Mode.
Fixed positioning of Yamashita farm Kiosk and Mimiga Village Cage.
Fixed an issue with Grace Jumps pushing the player upwards when trying to use Boosters during the grace jump window.
Fixed maptile spikes not following Damage Received tweak settings.
Curly's Nemesis in Hell now obeys Autofire Tweak settings.
Increased grace jump window from 6 to 9 frames.
Recolored the red line in Labyrinth B to make it visible for colorblind people (and in colorblind filters).
Reordered options in Tweaks Menu
Game now defaults to 480p windowed in first boot (rather than fullscreen)
Imported from Cave Story Engine 2 Enhanced
Added support for Wii U console (build not included, sadly instructions to build it yourself in readme). Requires a softmodded Wii U with homebrew Launcher.
Added Soundtrack toggle support.
Known issues/Limitations
Boss Health Multiplier doesn't apply to already loaded bosses.
Modifying game speed can result in some frames of stuttering after increasing speed.
Hotfix 1.0.0.1
Fixed issue with Quote being unable to jump while standing on slopes
Additionally, there's a little detail/easter egg you may find related to title screen. It's not too hard to find so I expect you to crack it soon.
if by unfocused you mean when looking at another window that the music still plays I can't tell if that's a good or bad thing, probably a good thing, and probably not what that means
I also really appreciate how much time you're putting into this, not that that's important.
Added an Extended UI option in Options Menu. This will toggle extra UI elements this branch will receive in the future, and is on by default. Setting it to off will lead to the usual UI of Cave Story.
First Extended UI: Booster Level! You can see the current Booster fuel level (given that you have a booster equipped)
Fixed
Fixed issues with Bubbler level 2 and 3 not working as intended.
Extended UI is a plan to add a couple new features to the UI of Cave Story. A lot of features in version 2.0 will be based on improving the general UI of the game.
Map is fully revamped! The map is drawn in real time, and it shows doors, items, save disks and life refill stations. You can scroll thru the map with the arrow keys/dpad.
Note: Map Frame is from Cave Story 3D and will be replaced before releasing with this feature.
This is a Pog feature. I've always wanted to see a map system more similar to Cave Story 3D's in a mod, as well as with indicators for save points, health refills, and life capsules. Makes it more interactive like the map in Super Metroid or the Metroid 1 GBA remake.
I really like this new feature, but you know what I really love? That new bar that tells me how much Booster Fuel is left.
Makes me wonder: if I increased the max fuel would that bar also deplete slower?
This is a Pog feature. I've always wanted to see a map system more similar to Cave Story 3D's in a mod, as well as with indicators for save points, health refills, and life capsules. Makes it more interactive like the map in Super Metroid or the Metroid 1 GBA remake.
I really like this new feature, but you know what I really love? That new bar that tells me how much Booster Fuel is left.
Makes me wonder: if I increased the max fuel would that bar also deplete slower?
Fully Revamped Map System! Lifting features from Cave Story 3D, the map is now much more useful! You can move it around with your directional buttons, it shows your location, it shows exits and item locations, as well as save points and health refill stations.
Added option to disable controller input for PC versions.
Currently connected controller will dispay its name in the controls menu
Japanese Build now has a fully translated Pause menu, with tweaks included!
Fixed
Fixed issues with Title screen tweaks settings not applying properly to game.
Fixed spur issues when using autofire.
Reimplemented Default Booster tweak from scratch to remove all issues with previous implementations
Looking very slick. The new map is quite nice to play with!
btw: I did notice that the text is off centered on signs and things using text without portraits. Made worse by the wider windowed choices. Don't see that in vanilla CS2E.
Looking very slick. The new map is quite nice to play with!
btw: I did notice that the text is off centered on signs and things using text without portraits. Made worse by the wider windowed choices. Don't see that in vanilla CS2E.
1.3 will include a lot of features, and the most recent of them is Background Brightness settings!
Players will be able to set background brightness from 100% to 75%, 50% or 25%. This should help those who have issues parsing backgrounds or those who find them too distracting to focus better on the actual action.