STEAM GROUP
Sonic the Hedgehog P-06 Group STHP-06
STEAM GROUP
Sonic the Hedgehog P-06 Group STHP-06
6
IN-GAME
71
ONLINE
Founded
May 8, 2020
Language
English
Location
Canada 
 This topic has been pinned, so it's probably important
Downloads for versions of P-06 + patch notes
The table below contains the downloads for each of the version of P-06, along with their patch notes. Please note that at the time of writing I will only be posting the links for versions that I can find the download for, which is why version 1.0 and 2.0 are not listed here. If an update also had a video that was posted to YouTube, it was also be shown in the table.

Version
Patch Notes
Trailer
1.5[drive.google.com]
Changes on the game:
- Updated scripting runtime to .NET 4.x
- Added support for 32-bit systems
- Separated trigger input slots for better assignment
- Fixed analog stick button asking for an axis instead of a button

Changes to camera:
- Slight distance increase
- Faster rotation
- Fixed wrong rotation axes and random aim cam direction
- Proper zoom in/out on camera events

Changes to UI:
- Improved widescreen
- Better graphic for amigo action gauges
- Enhanced navigation
- New E3 life icons + super form icons
- Start button now resumes the game
- Updated credits screen
- Loading screens have better animation
- New stage name text has been made
- Extended time of gem tutorial boxes
- Added extras in the main menu for TGS Sonic and E3 camera
- Added a position indicator for the sky gem
- Fixed crosshair bugging out on screen
- Fixed results screen having digit limits
- Fixed homing reticle disappearing if switching to Sonic through amigos

Changes to post-process and graphics:
- Added quality settings for AO and volumetric lights
- Tweaked volumetric light settings for better display
- Overhaul to the shore shaders of WVO
- Applied static batching and GPU instancing to the following objects: Rings | Enemies (body, illuminated, projectiles)
- Lowered internal resolution of reflections
- Tweaked shadow distance for better quality and performance
- Updated occlusion culling data
- Object draw distance slightly decreased for performance
- Framerate is now uncapped (can go above 60)

Changes on enemies:
- Fixed eCannon's ragdoll
- Nerfed projectiles
- Fixed some materials
- Fixed eGunners sometimes not playing the rocket shoot animation
- Fixed projectiles exploding on touch with door triggers and rings

Changes to objects:
- Fixed rainbow ring sfx cutting out before time
- Lost rings' bounce has been improved
- KDV's wind rail switch collider has been tweaked for better detection

General changes to characters:
- Faster deceleration if letting go of the directional movement
- Speed on hair is halted if doing sharp turns or backpedaling
- Turning speed curve has been balanced for faster turning
- Jump height increased when facing up a slope
- Spindash rolling is now maintained when touching dashpads
- Fixed characters glitching out of the amigo switch event
- Fixed lives resetting to the previous saved amount instead of 5 when a stage was cleared
- Fixed characters disappearing in rare random situations
- Added unused dialogue in WVO and KDV
----Grinding:
- Falling when finishing rails no longer maintains all of the momentum
- Slightly nerfed speed gained from tricks
- You stay on the rails if you get hurt

Changes to Sonic:
- Added extra trick jump animation to spinkick & added bound attack and lightdash to it
- Slightly tweaked the spinkick speed
- Better sky gem trigger accuracy
- B button now cancels slide, as supposed
- Results screen animation fixed
- Fixed homing smash not working as supposed
- Waterslide segments are now smoother
- Red gem can now be used in any situation (except important ones)
- Removed usage of purple gem when using sky gem

Changes to Super Speed Sonic:
- Faster turning radius when going slow
- Less jump height to help control short jumps
- Objects don't hurt anymore if under a certain speed

Changes to Tails:
- Added new Aerial Tail Swipe, used on air with B button
- The Tail Swipe move is more flexible now
- Gauge delay after flying has been removed
- Dummy ring bombs can't clip through objects now

Changes to Silver:
- Picked up objects can no longer be grabbed when throwing them
- Added some extra effects to psychokinesis
- Falling speed of Psycho Shock (ground shockwave) is faster now
- Aiming picked objects is now more accurate
- The new Psychic Shot projectile has been moved to the B button (360)
- Psycho Smash (♥♥♥♥♥ slap) radius is bigger now
- Psychokinesis can now absorb rings
- Thrown projectiles now damage without fail

Changes to super form:
- Can be kept after changing sections if already activated
- Can now attract rings in short range
- No longer needs full action gauge activate
- Super aura rotates correctly on all situations now

Changes to WVO:
----First section object placement:
- Tweaked scripted path colliders
- Dialogue of Sonic thanking Tails plays properly everytime now
- Tweaked bridge jump to let space to jump on all of the planks
----Mach speed section object placement:
- Added trigger to scripted loop

Changes to KDV:
----First section object placement:
- In the first downhill bridge, dashpads are slower & enemies have been added
----Second section object placement:
- Removed some invisible walls
- Changed the 3 flying enemies for something better
- Added missing torchlights
- Moved some objects
----Third section object placement:
- Lowered down the blue gem for easier collecting
- Second collapse bridge has been fixed
- Fixed being able to lightdash a trail of rings in the cutscene to break it
- Fixed music loop issue
- Modified a bit of the placement
2.5[drive.google.com]
* Fixed jigglebones option being stuck turned On, not able to be changed
* Fixed Silver not playing animations correctly on Kingdom Valley's cutscene
* Added tweaks to flame core to make the stage brighter and easier to navigate
* Added missing Elise dialogue at the end of Dusty Desert
* Changed hint ring dialogue in the first cave of the first section of Flame Core for a more suiting one
* Removed a duplicate dialogue line in Wave Ocean
* Adjusted the camera angles pointing down in Flame Core's tubular fall sections for better controlling
* Fixed Tails' adventure jumpball being too low and causing clipping
* Improved Radical Train levers to be more noticeable to the player
* Changed the way the game plays the title screen and main menu video, improves performance compared to before by a landslide
* Lowered volume of a few sounds (iblis monster electricity, light cores, conveyor belts, trains in general, a few of silver's effects, super sonic's aura,
egg carrier, rings, kdv 4th section wind ambience, orca water splash, wave ocean's water slide boosters, crab enemies death sounds, boxes when destroyed,
pots in dusty desert, kdv 3rd section towers, various enemy explosions, bound attack sound, fire torches effects from stages, fences in rct)
* Fixed lens flares on Dusty Desert not showing up
* Hopefully fixed the gem levels and gem selection being kept on other stages
* Adjusted some dialogue timing on Kingdom Valley
* Fixed water reflections being borked in Dusty Desert
* Added missing walking on water in Dusty Desert (I didn't know Sonic + Elise could do this in this stage)
* Made the adventure jumpball slightly smaller
* Revised a few characters scripts for more consistency
* Modified fog color/density and skybox brightness of Flame Core for more accuracy
* Added springs on the far sides of Flame Core's first scripted segment to avoid flying off to the skies
* Changed all itemboxes in Radical Train's mach speed section to their air variants (fixes flying off from them)
* Changes to Knuckles' combo punches and finishers (more comfortable speed and movement)
* Added a slight zoom out to the camera
* Adjusted vertical jump speed limit to be a bit bigger
* Nerfed speed and max speed gained from dashpanels when entering it while rolling (hopefully fixes flying off on Radical Train's loop)
* Repositioned the rings at the start and on a conveyor in Radical Train so that they're always able to be collected
* Quickfix for train exploding camera sequence getting stuck if pulling the lever before the bombs explode in Radical Train
* Fixed bug where psychokinesis marks to lift up objects bugged out if triggering them right after leaving their trigger area
* Added an extra set piece exploring area in Silver's Kingdom Valley section right at the beginning
* Added a door to the pitch black hallway in Dusty Desert
* Fixed a few of the footstep particles not playing, and fixed them appearing in random places around the character
* Added missing results screen quotes for Sonic and Elise in Dusty Desert
* Moved and added more dialogue to Dusty Desert, Radical Train, Flame Core and Kingdom Valley
* Changed a jump panel in Wave Ocean's mach speed to allow airborne movement
* Adjusted some of Knuckles invulnerability when performing attacks
* Adjusted Flame Core's door opening camera angle on Knuckes' part
* Swapped a few item boxes in Radical Train and Flame Core to give different powerups
* Added winning animations to super sonic if completing a stage while transformed
* Made camera for Tails' flying and aerial tail swipe and Sonic's bound attack to pan to the center for better view
* Fixed stage breaking trespassing in Flame Core with the purple gem
* Added missing FOV change for the TGS camera
* Removed the big "ass" word from the test stage, to avoid profanity complains ¬_¬
* Fixed containers on freights not spawning broken version in Radical Train's mach speed section
* Added lights to the flames the egg bombs leave in Radical Train's mach speed section
* Made the rain more noticeable in Kingdom Valley
* Fixed camera position being lowered in Super Sonic's transformation cutscene
* Slightly improved collision on Flame Core's fire craters
* Tweaked character switching camera angle to properly height frame Tails
* Fixed Flame Core's fire craters damaging Sonic while homing attacking
* Modified fog color/density and skybox scrolling/brightness of Kingdom Valley for more accuracy
* Tweaked lightning effects in Kingdom Valley's mach speed section to obey the time scale and to be more noticeable
* Increased light range of Flame Core's purple lights
3.0[drive.google.com]
* Moved the project version to Unity 2019.2.18f1
* Fixed face expressions being delayed for every character
* Restored a missing UI element for the action gauge
* Fixed characters like Sonic + Elise, Silver and Omega not getting hurt by enemies when jumping
* Optimized some menu code
* Changed the Unleashed jump ramps to the normal jump panels
* Optimized sound import settings for consistency
* Mixed the 1-UP icons and sounds from Retail and E3 depending on which Display Type is selected in the UI Customization menu
* Tweaked and balanced Tails' flight to last slightly longer
* fixed a bug where Tails couldn't get hurt by enemy projectiles while using Dummy Ring Snipe
* Tweaked lost rings to bounce less and be easier to collect again
* Optimized item box UI icons code
* The 1-UP icon will now appear on the UI once getting a live out of 100 rings
* Fixed E3 camera being pulled way too far away from the character
* Fixed land particles not always spawning on the ground
* Fixed landing sand particles getting bugged on collision
* Tweaked Tails' Dummy Rings be spread more to the center and far distance
* Tweaked sky gem to get launched vertically higher when throwing it
* Fixed a dialogue text inconsistency in Dusty Desert
* Adjusted some material effects from Kingdom Valley
* Pointed line of rings from the last castle where the Rainbow Gem lies directly to the spring in Kingdom Valley
* Added the ability to homing attack the Blue Star Switches
* Balanced the fire rate of meteors on the first section of Flame Core
* Fixed even more boundary breaking in Flame Core
* Performing a Bound Attack in Mach Speed now takes less speed away
* Spamming Sonic's Bound Attack now mildly takes speed away
* Moved Sonic's second spawn in Silver's Kingdom Valley to the lower path, and the upper path is not accesible anymore (restored preview placement)
* Added Chromatic Aberration effect when using Red Gem
* Fixed Mach Speed Sonic not breaking objects/killing enemies while on Lightdash Speed
* Streamlined grinding for every character (not really useful but it atleast optimizes code)
* Revised Knuckles' punches to be a bit more loose and retain more speed, and speed getting split if not applying movement input
* Tweaked Knuckles' ground pound to have larger radius
* Fixed Radical Train's eggman train acceleration being too exaggerated
* Fixed certain objects not GPU Instancing properly
* Repurposed the brake move from Mach Speed into a Slide move
* Gem switching is now allowed on every state except when riding an Orca or when on a Cutscene
* Mach Speed Sonic now loses rings when slamming a wall at top speed or higher
* Fixed Silver's Psycho Smash (bitchslap) not killing enemies and not breaking objects on full charge
* Silver's Psychic Shot now targets enemies nearby at all times instead of only when shooting
* Fixe bombs for Iblis Golems not getting destroyed, or just randomly going around the place without getting destroyed
* Added a Big variant of the Paralysis effect when shocking Egg Golems
* Added missing feature of the White Gem which consists of breaking the shields of guarding enemies
* Cleaned up more Enemy code
* Enhanced the White Gem's Homing Smash; Lvl 1 makes enemy ragdolls kill nearby foes, Lvl 2 adds homing properties, Lvl 3 adds a nuke with huge damage radius
* Added missing feature for spinning nets in Wave Ocean where characters can't spin it from the back to backtrack
* The Credits & Thank You now play just 1 time once all stages are cleared
* Added option to disable in-game dialogue
* Added smiling expressions for characters on the results screen
* Revised Knuckles' Drill Dive move to allow jumping and punching before the state ends (preventing unavoidably getting hurt if performing it on enemies)
* Tweaked the Yellow Gem's Shield to drain energy only when gettin hit by enemies or projectiles, the constant drain over time is also slower now
* Added a homing reticle UI for Silver's psychokinesis when holding objects and there's a target available
* Added a gem display under the action gauge showing obtained and locked gems and the currently equipped gem
* Added dashpanels on Radical Train's Mach Speed's first 180 turn to prevent smashing the walls if going fast
* Added glowing outlines (in style of Source games like Half-Life) to characters like Sonic, Sonic & Elise, Super Sonic, Silver & shadows
* Adjusted Silver's general Psychokinesis color to be more accurate (slightly more green-ish)
* Cleaned more code for objects picked by Silver's psychokinesis (better effect manager)
* Changed .BIN collision to .OBJ collision (to allow modding the collision, possibly fixing gaps and weird normals)
* Tweaked Sonic's jumpdash speed substraction to be more accurate to the original game, makes using it for platforming easier
* Made the curved jumpdash last slightly longer (accurate to XBLA Demo)
* Tweaked Silver's Psycho Dash to be slightly slower, reason being it was too fast to use for platforming
* Tweaked aerial top speed for characters to be slightly slower, reason being to make platforming easier
* Tweaked Mach Speed Sonic's turning speed so it's a bit more controllable at top speed
* Changed timing of some dialogue in Flame Core & moved some auto dialogue to hint rings
* Made hint rings and rainbow rings glow in the darkness for better sighting
* Created a more efficient and seamless way of looping music, sudden early cuts and silence gaps are now gone
* Fixed death voice clips for Knuckles being switched around
* Improved event system (not really relevant but oh well)
* Added missing voice clips when reaching the goal ring and clearing a stage
* Changed timing of some dialogue in Dusty Desert
* Changed timing of some dialogue in Kingdom Valley and changed one of Silver's dialogue clips to avoid repetition in the future
* Added new feature to the purple rocks in Flame Core Section B for Sonic, hitting them will now spawn a guiding light towards the next objective
* The stage timer now freeze everytime a mini-cutscene plays
* Adjusted a Wave Ocean shortcut to recreate a promo material angle shot and to improve said shortcut to be an actual shortcut
* Remade Wave Ocean's Egg Carrier script to increase accuracy towards the original game
* Added unused dialogue clip in Wave Ocean's Mach Speed section and more objects to accompany it
* Changed the way to animate materials from instancing to Material Property Block, potential gradual fps loss and memory consumption should be optimized by a lot
* Characters now play new unused voice clips when they're idle on stages, the clips that play will be different depending on which stage is being played
* Idle dialogue now plays more frequently
* Made lens flares not get blocked by collision
* Modified the rail VFX for more accuracy
* Smoothed some transitions to idle animations
* Replaced individual point lights for prefabs for effects that use light
* Gold medal screen can now be closed with A and X buttons
* Characters transition to aerial top speed & ground top speed lower to compensate for new top speed changes
* Character tilting has been made less strong when at very slow speeds
* Readjusted code of Switches and added a light to them when turned on
* Progress on development for behaviours of Egg Flyers, Egg Cannons, Egg Bombers, Egg Guardian, Egg Liners and Egg Chasers
* Fixed intermitent bug with characters trespassing the Flame Core doors through the sides
* E3 UI was further edited to look more faithful to the original E3 UI, removing 1 digit of the timer and removing itembox and checkpoint UI elements
* Improved results screen numbers by adding drop shadows to them
* Added a new game room option to change the type of gem shoes Sonic wears
* Fixed minor inconsistency with Sonic's bracelet glow having wrong color
* Added sine wave effects to the Iblis Monsters' lava bodies
* Fixed size inconsistency with the fire shield of Sonic & Elise
* Fixed critical bug with shaders and fresnel calculations where a black line would appear in materials that used shaders with fresnel features
* Nerfed the Screen Space Ambient Occlusion to not overdarken the characters with new baked Ambient Occlusion
* Added more options for Anti Aliasing such as FXAA and MSAA
* Fixed code regression where the shield effect spawned when using the shield of Sonic & Elise wouldn't ever get destroyed
* Fixed code regression where dashpanels would bug the grinding state when colliding with them while grinding
* Reworked the Rail FX effects scripting to be more flexible and accurate
* Added missing move for Silver which consists in throwing objects he's lifting upwards with his Psychokinesis
* Streamlined eagle grabbing for every character that has animations for it
* Fixed glitchy visuals like specularity being too bright in noses and eyelashes of characters
* Fixed Chaos Drives getting stuck on specific objects when destroying enemies
* Replaced invisible walls in Kingdom Valley and Wave Ocean with newly introduce laser walls
* Updated the credits screen to actually include the roles that the Support members took
* Filtered stage effects prior to Demo 3 through draw distance to hopefully increase performance
* Fixed some doors not playing the sounds of closing
* The lava in Flame Core has been made more difficult to get out from, ring loss is faster (5 p/s), speed is halved on first contact and jump can only be executed half a second in
* Fixed inconsistency with Kingdom Valley's sunny skybox being the wrong match for E3
* Streamlined death states to avoid repeating code and normalize certain traits on all characters
* Readjusted objects that give score for more accuracy to the original amounts
* Fixed Psycho Smash loop sound not playing when throwing an object and pressing again to charge
* Added unused hand switching animations when throwing multiple objects on quickfire with Silver's Psycho Smash
* Restored Radical Train's missing wooden fences on the chain jump final landing
* Applied a huge fix to objects broken by players and their physics not applying force properly
* Added some more camera events in Dusty Desert to facilitate direction
* Readjusted homing targets for the wide springs so targetting is less inconsistent
* Improved input responsiveness of Knuckles' combat moves to ensure better chances of chaining combos
* Fixed jump effects not appearing when letting go of a glide with Knuckles
* Made every switch in Radical Train visible to the player
* Improved trigger detection, visibility effects and sound volume for the switches in Radical Train
* Fixed camera rotations with bumpers being linear instead of smooth
* Adjusted camera zoom in/out used for the purple gem and the newly introduced camera event
* Added new type of camera event to zoom out distance on Dusty Desert, Flame Core, Radical Train, Kingdom Valley and Aquatic Base
* Fixed the transfer descend animation for Egg Cannons not working
* Fixed the Vulcan Cannon animations for Egg Gunners not playing properly
* Slightly hardened the noise effect of the Red Gem effect
* Fixed some inconsistencies with enemy ragdolls not having lights turned off
* Fixed inconsistency with dialogue text and audio in Flame Core
* Fixed the Gold Medal Screen fade to and from black not working
* Improved glow effect and rendering on laser beams
* Added missing feature to bullets where they would drop bullets when grabbing them with Silver's Psychokinesis
* Fixed the start button not changing to the correct button image in the Disclaimer screen
* Fixed some foliage not being visible in Kingdom Valley's first section
* Added more graphics options to disable more effects of the camera
* Made changes to Kingdom Valley to further push it to look as accurate to the E3/XBLA version as possible
* Added the ability to jump out of Knuckles' punch combo before performing a finisher
* Updated some footstep particle visuals
* Missiles now lose their target tracking homing propeties if the shooter gets slain
* Made some slight color changes to Elise's face textures and added new pantyhose shader
* Fixed bug with Egg Guardians duplicating their arm items when appearing several times
* Improved first person aiming for Tails where aiming direction will be kept if still pressing the X button to perform a Dummy Ring Snipe
* Tails can now take off flying after doing an Aerial Tail Swipe but the action gauge won't regenerate after performing the attack until landing on the ground
* Fixed inconsistency with White Gem not able to be performed under the same conditions as the Homing Attack
* Changed E3 Life Icons for more accurate recreations (by HyperPolygon64)
* Removed realtime reflections in Dusty Desert, they weren't really necessary
* Updated shaders for Kingdom Valley's Stained glass and red sea
* Added brand new option to change the video played in the background for the title screen and the main menu
* Tightened smoothness of camera movement on First Person mode
* Improved Dummy Rings, bounce physics added, spread is wider, effects improved, changed bomb itembox sound, damage radius is bigger, and added new collision contact sounds
* Fixed bug with Purple Gem not resetting jumpdash when jumping, going back to grinding and grabbing eagles
* Improved point lights for fires in Kingdom Valley to better match E3
* Sped up camera transitions to compensate for the speed increment of characters
* Added a new effect to Silver's Grab All move when triggering it to identify it better
* Made Knuckles' combo finisher moves deal constant damage to enemies and glide can now be triggered while on the Screwdriver move
* Smoothed some sounds for Knuckles' gliding
* Fixed inconsistency with Egg Cannons not being able to be picked up by Silver when 1 leg is stunned
* Fixed inconsistency with Sonic not being able to Bound Attack after a rail fall or lightdash on the air
* Added Retail 06 version of the stage names onto the results screen when the Retail UI is active
* Fixed the E3 loading screen having off centered text + stage mission text is now read from the MST files
* Added landing effects to the chainjump landing spots
* Fixed bug with springs setting the player to the ground state when on the air and colliding with a wall
* Fixed bad collision bumps and stage breaking wall collisions to improve stage consistency
* Fixed bug with jumping on top of enemies where jumping constantly through their bodies nullified horizontal movement
* Added new option to the UI Customization menu to enable or disable the itembox UI and enable or disable text box UI
* Reverted Sonic's spinkick move to a mix of Retail and E3, letting go of movement will decrease speed, otherwise speed will be kept
* Updated camera animation for the super transformation
* Slightly changed the E3 color tones to better match the recorded footage of the E3 demo
* Fixed sky gem throw not getting canceled when throwing and switching gems
* Fixed bug with Dummy Ring Bombs colliding with Dummy Rings bouncing around and exploding in the way and other invisible trigger boxes
* Fixed bug with idle animations and waiting dialogue still being played if waiting long enough and triggering the blue gem
* Remade the gradient of the Now Loading text in the loading screens and added a gradient animation
* Knuckles' Quake Screwdriver can now be triggered when gliding and allows horizontal movement more akin to the Adventure titles
* Adjusted length of Tails' Tail Swipe attacks to be slightly longer and tweaked animations to fit the radius of attack
* Tweaked Knuckles' glide to gain speed over time if accelerating forward, more akin to the adventure games
* Tweaked Knuckles' Screwdriver move (aka Maximum Heat Knuckle) to 1-hit defeat enemies once charged fully (noticeable by the aura and orbs in the effects)
* Updated the UI Customization renders to be up to date with the latest UI and stage changes
* Fixed small inconsistency with Sonic's bound attack not damaging all the time while on ball form
* Adjusted Kingdom Valley's wind switches to disable homing properties on the green ball while it's spinning
* Added missing ability to lightdash when spindashing
* Added new dolly zoom feature to mach speed once reaching lightdash speed
* Fixed Blue Gem having wrong and dark color tones
* Fixed some inconsistent chain jump objects in Flame Core
* Fixed some bridges being homing attackable
* Fixed pause menu sounds getting cut off when unpausing
* Lowered Physics Solver Iterations back to default
* Fixed inconsistent animation speed with the splinter jumping bridge section to the orca in Wave Ocean
* Added an extra option to disable upgrade models on characters
* Fixed radial blur being too intense on camera modes outside of Retail
* Finished homing attack getting canceled on start if the target search method refreshes the target by distance right on start
* Now rails point the character onto the opposite direction if falling off a rail while accelerating backwards
* Improved some visuals from the Disclamer, Credits and Game Over screens
* Fixed IMPORTANT inconsistency in Mach Speed, maintaining lightdash speed now requires to hold forward when lightdashing and speed slowly decreases to 95
* Added movement to Super Sonic's Light Attack to be able to control the direction
* Fixed bug with Tails where throwing a Dummy Ring Bomb and quickly performing an Aerial Tail Swipe would grant a vertical height boost able to break stages
* Applied memory optimization to Rings, Lost Rings, Dummy Rings and Goal Rings
* Switches that stay activated forever now disable the homing target property so Sonic can't homing attack them
* Fixed more inconsistencies with text and dialogue in-game
* Fixed small bug with certain springs and momentum not being applied to vertical velocity when getting back control over the character
3.5[drive.google.com]
- Changed a dialogue randomly not playing in Crisis City Section 3
- Fixed inconsistency with Tropical Jungle's loading screen not showing the proper tips image
- Fixed oversight with amigo triggers on Aquatic Base that caused 2 Sonics to spawn and the door to open
- Fixed TGS rail grinding animation being slow
- Removed homing targets from hand rails in Crisis City
- Cleaned some obstacle placement in Wave ocean's Mach Speed Section to be more fair
- Cleaned some obstacle placement in Crisis City's Mach Speed Section to be more fair
- Moved Tails' line "We're close to eggman's base" to the actual second checkpoint of White Acropolis
- Removed damage factors of splinter objects that get launched off of Eggman's bomb cargo in Radical Train
- Fixed White Acropolis not showing on Shadow's Gold Medal Results menu
- Reduced the placement of conifers in White Acropolis Section 1 to provive better flexibility with the snowboard
- Added new event to make the final bridge in Crisis City Section 2 collapse as it should
- Fixed softlock with Crisis City if slowing down and getting caught by the tornado when having no rings
- Prolongated an enemy chain in Flame Core for more accessibility on progression of the stage
- Adjusted spring that takes too long in Flame Core Section 1
- Added more enemies at final lever area on Radical Train Section 1 to make the dialogue in that area make sense
- Adjusted trains in Radical Train Section 2 to not have many cargo containers (they appeared in Hard Mode anyway)
- Adjusted volume of fences breaking in Radical Train to not be so loud
- Added camera event when switching to Sonic after Knuckles' part in Aquatic Base to provide a better view
- Fixed timing issue with switching to Knuckles in Aquatic Base that didn't let Knuckles' dialogue play properly
- Tightened the Mercury Ball Ride acceleration and decceleration
- Reverted a dialogue regarding Iblis Golems in Flame Core Section 1 with fixed captions
- Fixed inconsistency with Iblis Golems not taking double damage when their head is exposed
- Added unused landing animations to the boards
- Reduced knockback force when stumbling on walls with the boards
- Removed voice clip multicasting for Sonic and Elise for a very persistent clip
- Added wind sounds when jumping off board ramps to help differentiate them from normal jumps
- Snowboard camera distance zooms out when on camera events now
- Slightly lowered the ground top speed of the boards
- Fixed small oversight with limiting the aerial speed of the boards when jumping
- Slightly lowered the aerial top speed of the boards when jumping
- Adjusted steering to be slightly tighter on high speeds and more turning on low speeds for the boards
- Moved Elise's dialogue on the bungee vine to be sooner
- Added unused animation when reaching the bottom of the bungee vine before getting launched up again
- Added a missing sound when getting launched from the bungee vine plus added extra wind sounds
- Extended Silver's Psycho Shock (ground pound) invulnerability to when he lands as well
- Slightly adjusted volumes and source ranges of searchlights and breakable glasses
- Added a few more trees on the ramp before the goal ring in White Acropolis Section 2
- Changed killing ceiling in Kingdom Valley's Mach Speed Section to just invisible collision
- Streamlined death sequences and functions on characters, so even if death states were to somehow get broken, the game will still fade out and restart
- Made Silver's Grab All effect slightly more prominent
- Made the swinging vine buds shine slightly more when getting ready to jump
- Slightly changed some laser placement for the Mercury Ball Ride in Aquatic Base to better ease in newcomers to the mechanic
- Moved a morninstar in the way between 2 dashpanels in White Acropolis Section 2
- Added camera event to jittery area before snowball in White Acropolis Section 1
- Fixed an oversight with the camera lens effects (waterdrops and fire haze) getting screwed over FOV changes
- Fixed a collision chunk in Tropical Jungle Section 1 having the wrong footstep tag (grass to wood)
- Enhanced the homing reticle to appear offscreen like the Sky Gem indicator
- Fixed Iblis Takers' ragdolls not having colliders, therefore not breaking a bridge that should've be broken by the ragdoll in Crisis City Section 2
- Fixed an oversight where enemy bombs would hurt the player if the enemy was holding a bomb near the point where the player attacks
- Added a slight delay/duration randomise factor for enemy ragdolls and their explosions to hopefully tone down the super loud sounds
- Added a few camera events in Crisis City Section 3 to better guide the player through the platforming
- Fixed ANCIENT bug with Mach Speed lightdash speed not getting clamped to the top speed, therefore giving a huge boost everytime when lightdashing
- Lightdash speed momentum for normal characters has been slightly reduced
- Fixed small dialogue inconsistency in Radical Train Section 1
- Slightly increased snowboard camera distance on ground
- Fixed placement of a few trigger areas not being close to the characters to close doors in White Acropolis Section 2
- Small Mercury Balls in Aquatic Base now only have homing attack properties when getting launched by the Mercury Launchers
- Characters can now perform the moves the could perform after a Widespring launch on Springs, Rainbow Rings and Jump Panels
- Added an aiding camera event for one of Tails' parts in Aquatic Base where a lot of enemies need to be dispatched
- Fixed bug with guillotines in Wave Ocean that don't move not muting again once approaching them from far away
- Added impact cooldown for the Big Mercury Ball Ride in Aquatic Base so getting hit grants more time to step away from danger
- Added box colliders on top of the pier roofs on Wave Ocean Mach Speed (Rest in peace speedrun strat)
- Fixed small collision error on one of the half pipes in Crisis City Section 1
- Added a few wind collision objects on Aquatic Base Section 2's platforming section to reduce the punishment for failing to land a jump
- Added new collision layer to improve flexibility of collision detection for some objects in White Acropolis
- Fixed an oversight on Sonic's slide not having the same invulnerability as in the original game
- Edited Elise's eyes to look more dark blue
- Fixed little animation visual with Sonic's kickdash on the boards
- Added missing ability to homing attack into lotuses in Tropical Jungle
- Added missing dialogue when getting caught by the searchlights in White Acropolis
- Fixed bug with Silver's Psychokinesis effect and animation still playing when letting go of objects while still holding the Right Trigger
- Fixed oversight with White Gem Homing Smash being able to be performed after jumping with the purple gem while it was not possible with the Homing Attack
- Slightly buffed the lower speed charge of the spindash move
- Changed Sonic & Elise's jumpdash values to be the same as normal Sonic
- Added a few zoomed out camera events on rooms with Mercury Balls in Aquatic Base
- Added the Egg Carrier crossing the skies in Tails' Wave Ocean
- Adjusted a rainbow ring not taking the player to the high platform in Aquatic Base Section 1
- Slightly tweaked origin point and joint rotation of a few of Sonic and Elise's run animations
- New zoomed out camera now automatically scrolls up
- Changed some camera events in White Acropolis in hopes of removing the jitter
- Nerfed a combination with Purple + Sky gem which allowed to break stages
- Fixed small door collision gap in Aquatic Base Section 1's ceiling in Tails' part
- Springs, Wide Springs, Jump Panels and Jump Boards now don't hold the target direction input data (prevents characters braking after hitting the ground)
- Fixed bug with red gem sound pitch change carrying over to the menues and title screen if pausing and exiting a stage while using the red gem
- Reduced amount of object manager groups to hopefully reduce overhead
- Tweaked some animation and off-screen model updates to hopefully reduce overhead
- Updated the Bomb Box explosion effect to keep visual consistency
- Added a recreation of the wooden box seen in the pre-release screenshots of Sonic 06 (Credit to NonamiEight for the texture)
- Reduced some particles on breakable objects
- Amigos now don't try to respawn when grinding
- When holding a jump with the snowboard while grinding, the sound switches to the grating/screeching sound
- General grinding has been tweaked to be a mix between normal grinding and snowboard grinding; Auto acceleration on below average speed, and physics based acceleration afterwards
- Fixed oversight with last door before red alarm mode goes off in Aquatic Base opening before defeating the enemy
- Added aiding indicators on poles in Crisis City Section 3
- Began unloading unused assets when restarting a stage, dying, after results screen and quitting a stage
- Changed Sonic's grinding anim to be the original on slow speeds (the slow speed one appears in TGS Sonic anyway)
- Moved a small trail of unpickable rings on the first rope jump in Kingdom Valley Section 3
- Moved a broken bridge slightly up to fit more with the stage geometry in Kingdom Valley Section 3
- Fixed some dashpanels not getting to touch the player and not triggering in Dusty Desert
- Moved 2 lightdash ring trails from Radical Train Section 2 to always get the player to the jump panels instead of leading to death
- Added new arrow indicator on ramps that can be jumped off of with the boards
- Changed the camera events in the platforming top of the tower in Dusty Desert to be more flexible
- Slightly moved the water boosters to be aligned for easier progression difficulty
- Sped up camera rotation with right stick
- Slightly tweaked the dash ring in Radical Train Section 2 to not clip through and give more space for movement when landing
- Fixed slight oversight with Super Sonic's invulnerability and Sonic & Elise's shield dealing damage before landing a homing attack and falling off because of it
- Added new option for enabling E3/XBLA jingles and music
- Using the purple gem now allows to go under lasers (shrinks collider in the same way as in spindashing, sliding and kicking)
- Placed a few springs in an isolated rail in Crisis City Section 2
- Applied new way of detecting homing attack targets, to prioritize enemies and objects over rails
- Applied important fix to remove any chances of perfect frame breaking states of objects and characters
- Slightly changed steering speed to be faster
- Extended lock time on the dashpanels in the last scripted segment of Tropical Jungle Section 1 to avoid getting thrown out of the path if holding a direction if so slightly
- Moved yellow Egg Buster in Kingdom Valley Section 3 inside the castle so the player won't land on top of it
- Changed a spring in Radical Train Section 1 to point directly at the rail it takes the player to
- Updated CaramelDan's name in the credits to Acro
- Nerfed speed up of the speed shoes to more reasonable values
- Added a constant blinking animation to Elise's model
- Added guiding lights to Knuckles' orbs that fit into a slot of spirals to unlock the door in Flame Core Section 2
- Added extra deathplane under the water of the bungee vine sequence in Tropical Jungle Section 1 if falling from high up
- Changed some of the enemy internal code for destroying groups or minions to avoid destroying them at the same time and avoid sound saturation
- Changed the Teleport Dash move of Silver to allow constant use of it until the gauge runs out or if letting go of the A button, with this, speed has also been increased
- Adjusted brightness of the light bolt effects of Super Sonic to be lower and fixed a bug where both yellow and blue auras would stay active if the speed condition was equal
- Adjusted some camera events to get enabled when interacting with certain objects, as it was the case in the original game
- Added new easter egg :^)
- Changed Water Slide mechanic when using Super Sonic; Animation changes to flying and speed never decreases to the point of falling off onto the water
- Fixed regression in code for bombs used by enemies not getting destroyed when they're holding bombs and they disappear either by distance or by death
- Slightly lowered down and zoomed out the first person camera for when performing a Dummy Ring Snipe or throwing the Sky Gem
- Tweaked shadow casting and transparency for glass objects to display properly
- Added the ability to slightly steer direction while spin kicking
- Added ear detail to Elise's in-game model
- Added slight light scattering to Elise's hair shader
- Added swinging motion to Sonic and applied a camera static adjustment when riding the orca in Wave Ocean Section 1
- Edited Elise's texture to have a more stylized eyeliner color
- Extended invisible walls of an easily breakable area of Flame Core Section 1
- Removed a few window glasses of destroyed buildings in Crisis City Section 2 to create a more fitting visual presentation
- Cleaned some event trigger code executed on the last glass explosion area in Crisis Section 2
- Fixed an instance where walking on an automated loop segment in Aquatic Base Section 2 while going backwards would clip Sonic into the collision
- Fixed a door event being out of place when switch to Tails and not closing the door therefore allowing tails to backtrack
- Tweaked Knuckles' gliding to be a bit more floaty on the start and slowly descend, more akin to the adventure games
- Adjusted a spring that launched too far up in a narrow path in Crisis City Section 2
- Added extended UI images on the results screen so widescreen resolutions don't look weird
- Tried a fix for paths making the character get stuck (doesn't guarantee it will fix the randomly getting stuck)
Shadow Release[drive.google.com]
- Fixed Silver's Psychokinesis effects not playing when on dashpad states or path states
- Fixed Knuckles' vertical speed gained from gliding onto enemies being too high
- Fixed Super Sonic's jumpdash/homing attack not fully 1-hitting everything most of the time
- Added missing OnExplosion commands to bigger enemies like eGuardians, eCannons & eCannonFlys so that more damage objects affect them (fixes AQA Magnets and Bomb Boxes)
- Aquatic Base's Magnets now deflect projectiles when activating them
- The homing targets of the Iblis Crawler now get disabled when it performs its diving attack
- Made the jump ramp arrows brighter in intensity so they can be more easily noticed
- Added more helpful camera events in Aquatic Base Section 2 on the tunnels that have closing doors
- Added an extra camera event on Sonic and Shadow's cutscene in Crisis City Section 1 to add a bit more polish
- Added missing contact sounds when breaking the wood walls in Tropical Jungle Section 2
- Hardened the saturation of Tails' textures to make his fur a proper orange
- Changed the way eye highlights work in order to make them look better at any angles (this means no more dynamic movement)
- Fixed bug with changing light areas where the triggers wouldn't work with more than 2 different sets of lighting
- Moved the psychokinesis mark in Silver's Kingdom Valley closer to the bridge that gets lifted so get a better view
- Added more support camera angles to Dusty Desert
- Made Silver's Teleport Dash burn slightly less action gauge
- Added the Homing Reticle to missing states where there was possibility of locking into objects
- Smoothed out janky rotation of Tails & Sonic when entering aiming mode for Dummy Ring Bombs and Sky Gem Throwing
- White Acropolis' and Crisis City's boards now have different balanced settings tailored for their respective stages
- Updated shaders for Dusty Desert to give a better visual of what is quicksand and what is not
- Updated visuals for the Iblis Monsters, sporting fire auras and realtime point lights
- Updated homing reticle color palette to make it look more neutral colored (may clash with different character HUD palettes)
- Fixed lost rings sometimes having weird angled rotations when they're not supposed to have such ability
- Stage music now plays at low volume instead of getting muted while on the pause menu
- Updated how UI color themes are managed; Implemented gradient system using the original UI sprites to allow more ways of changing themes for different campaigns
- Cleaned up some bad scaling artifacts on the game's original UI sprites while playing a stage
- Repositioned the Action Gauge of the E3 UI to increase the accuracy to the source material
- Added extra option for the main menu background video which allows using the retail title screen and main menu backgrounds
- Added option in the Game options menu to change the button icons to either Xbox or PlayStation
- Improved facial expression and added more missing landing effects of some characters on the goal poses
- Added some more camera angle events to Sonic's Wave Ocean, Radical Train & Kingdom Valley
- Improved the transition to the zoomed out camera if there were other several camera angle event areas nearby
- Smoothed transitions of the action gauge glow when it's full
- Fixed inconsistency with Sonic's Action Gauge where it would refill on air (original behaviour recently found by modding community)
- Redone the action gauge maturity, gem level & energy display UI to look cleaner and more accurate
- Fixed Silver's Jump Panel animation not working properly
- Added ability to throw Dummy Ring Bombs while on air states if on control
- Added attack hitbox to the top of Tails' collider when flying to be able to damage enemies from bellow akin to the classics
- Fixed Knuckles' punch combo index not getting reset when the combo was interrupted by external factors
- Sonic's action gauge now heals on the speed it was intended to
- Blue Gem boost time now becomes bigger when leveling the gem up
- Increased size of tornado effects for the Green Gem to maintain accuracy with damage radius
- Increased consumption of action gauge for the Yellow Gem to balance out new use of gauge healing
- Removed noise of Now Loading... text from loading screens for smoother quality
- Updated Test Stage image in Retail Loading Screen to follow accuracy to the original game
- Moved Flag Progress, Total Gold Medals & Gems data saving to a global chunk in the Save Data class
- Fixed the cargo of Eggman's first train in Radical Train getting stuck midair when stopping the spline progress
- Rearranged a few chain jump areas in the second eggman train part of Radical Train's Mach Speed section
- YET AGAIN moved some dashpanels in Sonic's Dusty Desert's final loop to avoid missing them
- Extended damage factor on Bound Attack to all of the move's execution time
- Added E3 "Mission Completed!" prompt with custom assets when clearing a stage
- Fixed Results music playing a second late after the Round Clear jingle finishes playing
- Made numbers in the Results Screen move to the beginning of the bars for the E3 UI to increase accuracy
- Improved Gold Medal UI graphic to look more golden
- Arranged a new ending to the Crisis City Mach Speed section for a better logical event at the end
- Enlarged Amigo collision in the start of the second section of Kingdom Valley to avoid breaking enemies with Sonic
- Fixed more out of bounds breaking in Flame Core Section A
- Created custom animation for TGS Sonic's grinding animation to have a smooth transition when doing tricks
- Increased pick up radius of the Gem items
- Changed beginning event at the start of Kingdom Valley's Mach Speed section for a better visual
- Changed the way the chain jump animations are played to increase accuracy with the E3 demo
- Removed the TGS to Retail Idle animation for normal sonic since it's just more assets for an already available mode for TGS Sonic
- Cleaned some code for the Amigo objects to avoid framerate overload when too many are spawned
- Fixed oversight with Crisis City's Mach Speed section falling truck being able to get pushed away by the cars thrown by the tornado right after spawning
- Updated the camera angles for the results screens of the Mach Speed sections to accomodate for the E3 Mission Completed text and have closer ressemblance to the E3 demo
- Updated Knuckles' climbing animations
- Fixed iffy lightdash spline and readjusted final jump panel to volcano in Sonic's Flame Core
- Repurposed grind switching to add leaning animations
- Slightly increased pick up radius of rings
- Added homing target to goal ring
- Fixed normal behaviour Iblis Golem's Ground Smash attack not exposing their heads as supposed
- Added missing fire breath attack to certain Iblis Crawler behaviours
- Mach Speed Super Sonic can now access a bit higher speeds when on lightdash speed
- Gave a small buff to the speed shoes increase of speed
- Cleaned up design of the main menu, title screen and gold medal screen to look closer/better to the original game (colors without gamma correction from consoles)
- Fixed zoom-out camera angle getting bugged when switching to Knuckles and going back to previous area with Sonic before switching
- Fixed glitchy cutout material for Tropical Jungle's turtles
- Fixed Kingdom Valley's wind switches playing sounds rather weirdly (consequence of ancient setups from way back in the day)
- Improved visual presentation for the Adventure styled spindash
- Cleaned up Wind script for JiggleBones using fixed updating when not necessary
- Cleaned animation speed and timing of the roll animation for characters to look closer to the original game
- Fixed Dummy Ring Bombs and Bombs bugging out if interrupted by getting hurt or other states
- Added new lights to the mercury rooms of Aquatic Base
- Added extra camera events to Sonic's Aquatic Base to better lead the way
- Balanced low Homing Attack Recovery base bounce speed to be more accurate to the original
- Fixed rare visual bug where the main source lights of stages would flicker on certain spots
- Fixed bug where certain player projectile attacks (ex.: Silver's Smash Ball) wouldn't fully work the way they were intended to
- Adjusted some effects for beams
- Balanced bloom again for beam effects and robot lights
- Added missing rotor spin to Egg Flyer robots
- Added missing ambience sounds to White Acropolis
- Improved White Acropolis' snow particles
- Upscaled and improved character textures
- Slight improvement edits to Elise's hair model
- Restored lens flares blocked by collision and increased fade speed
- Improved button icons for higher quality (by DaGuAr)
- Updated Jumpdash effects to be a bit more accurate
- Cleaned code and pooling on the Camera Water Drops feature and added noise wobble to water drops
- Added a few new effects and missing reverb areas to Kingdom Valley
- Added missing water buoyancy collision objects from a few select stages
- Character action voice clips now don't play if there's dialogue being played
- Added missing UI elements to the E3 loading screen
- Fixed bug where enemies with guard shields would bug into always guarding despite the animation not being the correct one if disappearing and appearing in range
- Added more visibility to the Egg Crawler's appear effect
- Added land animations
- Improved transitions from jogging to walking animations
- Tweaked last guillotines in Sonic's White Acropolis so they don't clip under the snow
- Added some camera angles to scripted set pieces in Crisis City Second Section
- Added particles to the Rainbow Rings
- Tweaked First Person camera for better visibility
- Fixed armor breaking sound for Iblis Monsters being incorrect
- Added missing closed mouth defense animation to Iblis Crawlers/Gazers
- Fixed bug were restarting a section other than the initial one wouldn't set time to the proper time once entering the section and instead setting the last checkpoint time
- Updated most skyboxes with enhancements and additions
- Added missing feature to Silver's Psycho Shock: activating switches and triggering item boxes
- Fixed door lights on Knuckles' section sometimes disappearing
- Changed the way progress works for progression on Flame Core Section 2 after completing the cavern area with Knuckles; Sonic must now platform to the exit with the door open
- Enhanced textures to improve art direction in Tropical Jungle
- Added a few new particle effects to the caverns and enhanced placement and frail lava textures in Flame Core Section 2
- Added new BGM to the Game Over screen
- Slightly edited amigo switch animations of Silver
- Changed weather effects on Tropical Jungle playing rain for a bit when the stage started in sunny weather
- Fixed enemy health bars showing vertical white interferences when search lights project on top of them
- Tweaked Super Sonic's light speed aura to be a darker blue
- Fixed Radical Train not having proper a water reflection clip plane offset which would cause reflections not displaying properly
- Fixed the scripted loop area in Aquatic Base Section 2 making the player clip onto the door collision if entering the trigger from the sides going in reverse
- Migrated Input System to Rewired
- Improved Sonic's spindash effect
- Made Crisis City's ambience more red to feel more accurate to the original game
- Fixed some skyboxes being off scale and off position
- Updated results screen rank animations and effects
- Made character trails longer
- Slightly tweaked Sonic's super mach speed run animation
- Removed additional jumpdash particles as I simply didn't enjoy the visual anymore
- Added missing property to bombs and projectiles launched by Silver's Psychokinesis that consisted in dealing more damage or stunning the bigger the projectile is
- Fixed not all of Elise's voice clips playing along Sonic's
- Fixed Silver not being able to grab Egg Guardians when they were stunned by external factors instead of Silver's own moves
- Added missing property to Egg Guardian which consisted in dealing double damage when its core is revealed while stunned
- Updated UI with denoised versions (thanks to the glorious HyperBE32)
- Changed Silver's PSI aura to a more turquoise/cyan color
- Added more stage geometry to Wave Ocean's first section to hint at the mach section
- Improved Orca minicutscene in Sonic's Wave Ocean by adding more camera volumes
- Added new Game Data settings, where the player can see total playtime, last save performed as well as save data version in the Main Menu
- Added new camera volume that allows the camera to rotate horizontally to align to angles when sonic wall runs in Mach Speed sections
- Edited Sonic's main run animation and added it as a over top speed animation
- Fixed a very rare bug where the player would randomly get stuck at the end of a scripted path segment
- Adjusted Pole sequence in Sonic's Crisis City Section C
- Changed default settings for volume
- Enemy missile projectiles now explode when the owner dies
- Changed Mach Speed camera behaviour a bit to fix a recurrent jitter problem when going uphill slopes on Mach Speed sections
- Fixed small bug where exhausting the action gauge with silver and using the Grab All action would spawn the particle but not execute the move
- Fixed minor non-impactful glitch on stage start ups related to reading Gem data for the UI indicator
- Added credits option in Game Room
- Fixed small inconsistency with rail switching in certain parts
- Fixed an old bug present since the birth of the project related to enemy hit sound effects playing repeated times therefore saturating the sound
- Fixed Iblis Biters playing a hurt animation when jumping mid air
- Removed Unity splashscreen at start up (thanks to the chad BeatZ for providing me Unity Pro)
- Fixed ancient "bug" related to the camera spawn point when starting a stage, where the camera would spawn glued to the ground
- Fixed Red Gem object particle getting off sync as it gets culled by the camera frustrum
- Fixed players getting hurt by lasers or projectiles on frame perfect situations when homing attacking enemies
- Added heat gaze effect to Dusty Desert
- Improved tracking of Super Sonic aura when on Results Screen as well as adding tracking for shields
- Fixed jumpdash not triggering if jumping from a rail after bound attacking and jumpdashing previously
- Made Knuckles' Screwdriver Ground Pound stun item boxes and switches as well
- Made new homing attack & jumpdash animation for Sonic & Elise
- Added Idle animations to following amigo characters
- Fixed Sonic amigo not getting TGS animations if the option for it is enabled
- Added new SFX to indicate when Knuckles' Screwdriver attack is in full charge to deal full damage to enemies
- Made snowboard jump ramp indicators brighter
- Added objects to better point the player to the switch in the final laser wall in Tails' area of Sonic's White Acropolis
- Added a few camera volumes in Sonic's Tropical Jungle
- Fixed camera lens effects not applying properly in widescreen ratios
- Added new effects to mercury ball ride laser walls in Sonic's Aquatic Base
- Greem Gem Tornado can now be performed when getting control again from springs and jump panels, and other stage specific objects
- Made Adventure Spin Effect spindash sounds closer to SA1's
- Removed collision fix on Wave Ocean Mach Speed Section's straw roofs
- Speed gained from Kick Dashes while riding a board with Sonic has been slightly increased
- Removed/Tweaked some Dash Panels in every stage
- Edited the "Press Start" text in the Title Screen for the more logical PS3 version "Press Start Button"
- Edited E3 Loading Screen to look more faithful (XBLA restored loading screeen as reference)
- Added option to disable enemy healthbars in the UI Customization menu
- Slightly increased Tails' Dummy Ring damage radius
- Tweaked the speed of a few jump panels in Wave Ocean, Radical Train & Kingdom Valley
- Tweaked the speed of a few springs in Kingdom Valley
- (Hopefully) found a way to make Gem and Action Gauge stats be saved more reliably when changing sections
- Gem and Action Gauge stats now save properly if changing sections with amigos, Sonic will keep his stats intact
- Added ability for Tails to perform constant tail swipes with the help of the Rythm Badge
- Extended Sonic's White Acropolis First Section ending a slight bit
- Improved volcano particles in Flame Core Section 1
- Touched up the particles of Checkpoints and Dummy Rings
- Completely reworked the Rings shader
- Amigo characters can now interact with common launcher objects, jump over obstacles in their way, and pick up rings and itemboxes for the main character when standing idle
- Grouped together Effects and Lights group managers to reduce Object Manager overhead in majority of stages that had 2 of them separated into their own group
- Added steam exhaust effects to Radical Train's Freight Trains
- Touched up Crisis City chasing tornado to look closer to the XBLA Trailer tornado and enhanced its visuals
- Added unique intro animations for Mach Speed Sonic if on Crisis City or Kingdom Valley
- Fixed sometimes being able to pause while on the Results Screen if pausing in frame perfect fashion
- Tweaked materials for Amigo characters for better visual fidelity
- Fixed some dashpanels in Crisis City and Kingdom Valley having short lock timers allowing to break sequences
- Added extra jump panels to the start of Kingdom Valley Section 3 in the rare situation of sonic not exactly landing in the center of the path
- Adjusted dash panels in Tropical Jungle Section 1's final scripted sequence to avoid being able to break them as much as possible
- White Gem can now be used after the same conditions the jumpdash can be used in
- Added missing feature from the original game which consists of the action gauge being able to replenish while grinding
- Reconverted Bound Attack descent speed to better match the original game's visual speed
- Rainbow Gem can now be used when getting out of launch states when gaining control back, after a homing attack and while on a spindash
- Sonic can now Bound Attack + Jumpdash after falling off a Chain Jump sequence
- Recreated first set of jump panels from E3 Kingdom Valley Mach Speed Section
- Slightly increased Light Dash radius for Mach Speed Sonic
- Updated E3 Loading Screen Stage Names to look closer to the actual E3 look
- Fixed an ancient bug related to the Time on a stage being set to when it was first entered when respawning on a checkpoint
- Extended invisible walls to avoid more breaking out of bounds in Flame Core Section 1
- Slightly nerfed the amount of jump time that can be held when performing jumps with the Purple Gem
- UI Display now disappears when in-game cutscenes enter in action
- Green Gem can now be performed after a few more states
- Added one more snowboard jump area in Sonic's White Acropolis
- Adjusted some lightdash ring lines in Sonic's Wave Ocean Mach Speed Section
- Disabled light emission on Eggman Train Cargo explosion splinters in Radical Train
- Adjusted jump panels in Radical Train Mach Speed Section to point to their objectives & and added an extra chainjump to an unused tower at the side of the jump panels
- Fixed animation bug sometimes happening when grabbing the swinging pole with Sonic in Wave Ocean & Crisis City
- Fixed animation bug with Super Sonic's Light Arrow Attack if performing it after a homing attack
- Added E3 pulsing glow to Hint Ring question mark material
- Checkpoint save times and combo trick UIs no longer appear in the results screen if activated just in time
- Optimized checkpoint save times and combo trick UIs by no longer instantiating them when needed, and visually modified them when using the E3 UI
- Updated UI Customization option text to be more descriptive
- Increased laser amount in Sonic shortcut passage in White Acropolis Section 2
- Changed glow color of Radical Train's switch to help it be distinguishable from Silver's Psychokinesis colors
- Adjusted Rainbow Ring placement in Sonic's Flame Core Section 2
- Added lightdash spline to last set of rings in Sonic's Kingdom Valley Section 2
- Sonic now looks back at the big snowball for a moment while snowboarding down the hill in White Acropolis
- Added lightdash spline to a set of rings in Tropical Jungle to accomodate for the removal of a dash panel
- Characters now can't be hurt if they're on a in-game cutscene sequence
- Silver can now levitate if pushing against a wall on the air
- Bound Attack + Jumpdash combo can now be performed after a rope fling in Kingdom Valley
- Fixed looping issues with Kingdom Valley's "The Lakeside" music
- Extended invisible boundaries in Silver's in-game cutscene in Kingdom Valley Section 3 to avoid more breaking
- Added a new stance transition animation based on the TGS screenshots to normal idle animation for Sonic in Kingdom Valley's Silver cutscene
- Increased temperature of Wave Ocean's Color Grading Post Processing to make yellows pop out more
- Changed fire torches in Flame Core Section 1 for dark fire torches, and improved the dark fire torch effects as well
- Increased launch speed of volcanic rocks in Flame Core Section 1, better watch out when approaching the volcano...
- Made Mach Speed Sonic's speed lines more subtle
- Green Shields now carry over to characters the player switches to, if changing section and the character is the same as in the previous section, shields will carry on too
- Removed camera change when using upgraded Purple Gem
- Removed shrinking of Purple Gem and replaced it with semi-transparency to better execute the stealth mode the gem posesses in its third level
- Added mini-cutscene to the start of Sonic's Kingdom Valley
- Added stage statistics in the act trial select when selecting a stage
- Added unused star UI graphic meant to show up if new records are made after beating a stage
- Added missing feature to Wave Ocean's revolving nets; Adds small speed boost when going under them
- Added unused camera volume mod that moves between 2 points while looking at the player; This is now used in the final folding platforms area of Sonic's Dusty Desert
- Disabling dialogue in the main options menu now skips in-game cutscenes that have high use of dialogue
- Fixed very rare bug where characters would disappear into absolute oblivion and out of boundaries darkness/void when picking up a swinging vine in Tropical Jungle
- TRIED to (emphasis on the TRIED) optimize the rain weather effects, and made them look a bit nicer
- Added brand new environment effects for Radical Train
- Fixed epic dashpanels never being reachable in the loop of Radical Train Section 1 cause Sonic Team(tm)
- Flatened weird bumps in normal map of the color changing part of Sonic's Gem Shoes
- Added missing moving target follow feature to the camera for a few camera angle modes
- Attempted smoothing rotation on ground and on air of Snowboard Sonic
- Fixed characters randomly rotating to a random direction for a single frame after quitting a scripted path sequence
- Made rotation interpolation on springs closer to the original game's behaviour; character would tilt left or right depending on the angle that the spring was touched from
- Properly recreated the glow effect of the Psychokinesis Landmarks, removed old particles
- Added cubemap reflections to the castle windows of Kingdom Valley
- Sky Gem can now be performed after a few more states
- Simplified object placement of Crisis City's Mach Speed section a bit more
- Disabled culling on some big objects that had easily noticeable popping in in Radical Train and Kingdom Valley
- Softened curvature of Sonic's eyes in his facial expressions
- Fixed some enemy chain properties in Tails' Wave Ocean
- Added E3 main menu and title screen video to BG Video options
- Slightly tweaked the snowboard snow effects
- Made cursor invisible when it's on the game screen
- Added new leaf particles to Sonic's Tropical Jungle Section 1 at the open leaf dome area
- Added slope physics to regular ground movement states, characters will lean towards an incline and increase speeds going downhill
- Purple Gem can now be used anywhere but a few key states
- Fixed old inconsistency related to Sonic not being able to lightdash on a Bound Attack descent
- Fixed bug where the Sky Gem throw state was able to break the results screen state
- Super Sonic transformation can now be performed on a spindash (Volcano's suggestion lol)
- Improved camera resetting when on arena camera volume
- Slightly modified some stage placement to accomodate the new slope physics (CSC)
- Amplified the volumes of the music themes of the Test Stage as they were a bit quiet in the past
Last edited by Scabloonshki; Sep 11, 2021 @ 10:36am
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Showing 1-1 of 1 comments
gamerz31w Jan 29, 2022 @ 9:10am 
How are you going to handle deal with fixing this gameplay moment one of those moments I mean?
To be more accurately,precise Silver the Hedgehog in Dusty Desert.
Speaking of Sonic fanbase renaissance era. I would suggest myself that Silver should pickup,grab,hold in air giant billard like-esque orbs,spheres with his ancient,mythical alien telekinetic skills it needs telekinesis. Not just only pushing it rolling towards the ground it's easily,simply might fell into pits. If you know what I mean...etc.
https://www.youtube.com/watch?v=zUdFWZDVu0k
Instead of pushing,pulling,proding,dropping that giant orbs.
Last edited by gamerz31w; Jan 29, 2022 @ 9:19am
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Date Posted: May 8, 2020 @ 6:23pm
Posts: 1