Stuff Under the Header

5/21/2018

New patch is ready!

Patch Notes

Extra Patch Notes for Version: 1.5.2.2 [6/30/2018]
  • The 'Up to Unmorph' option no longer causes unmorphing issues after going down pipes.
  • Another swap option has been added called 'Dedicated (Fixed)' which auto swaps back to the Melee sets upon switching characters. Meaning, switching to Jerry will always swap to his Link set regardless of what he was in before swapping to Claire. (Note that if you were using the Hold+Direction setting before this version, you'll need to reset back to that upon playing this patch.)
Notes for Version 1.5.2.1 [5/21/2018]
  • Equipment increasing the drop rate of items have been buffed significantly.
  • More bosses have camera locks.
  • After the first attempt on the Abomination boss fight, all following attempts will skip the 17 second intro upon 'starting' the fight as you normally would. The boss gallery variant will always skip the opening with the timer resetting when the player starts the fight. The gold time has been adjusted.
  • Deci20k fight now has a checkpoint after John shows up. The boss gallery variant will always start at this checkpoint. The gold time has been adjusted.
  • The option 'Up to Unmorph' has been changed to 'Morph Controls' and the option to allow double tapping down to morph has been added to it.
  • A new door in Bubble Tower B side has been added. All the lower doors are now numbered. The new door is 6!
  • A bunch of other small fixes/changes.
  • More birds.

23 comments:

Anonymous said...

SO, this is the last DT3 update?

FrogInABox said...

Those two missing doors are very intriguing, Zephyr...
I wonder what insanity will be on the other side.

ZephyrBurst said...

It's looking to be the last one.

As for the doors, they can be opened, but one requires some not so obvious thing.

Anonymous said...

I think I found a problem with custom music files. I tried replacing the Discombobulated BGM, but it played at half speed for no apparent reason. It sometimes plays at normal speed upon restarting the game, but only if the save starts from the second screen onwards (i.e. it never plays at full speed on the first screen). Also, it ended up returning to half speed when I screen-transitioned into the second "go fast" room. Saving and restarting again fixed it, but upon death or reloading it returned to half speed.
I have replaced other music files before and they ended up working just fine, so I don't know what the problem could be. I even tested a custom BGM in Barrens afterwards, but it always played at normal speed no matter what I did (loads of screen transitions, area transitions (via doors, teleporters and nightmare gates), "natural" deaths, forced game overs and save loading), so it seems to be related to Disco somehow.

In case it matters, all the music files I used were .oggs and had a bitrate of 192 kb/s and a sample rate of 44100 Hz. OS is Win7. The problem consisted across versions 1.5.1.1, 1.5.1.3, 1.5.1.6, 1.5.1.8 and 1.5.2.1.

ZephyrBurst said...

You'll need it at 22050 Hz for it to play at the proper speed. The sound extension I used for it is a bit weird in that regard. I've never seen anything else with that behavior.

And Discombobulated is a strange place where the game will alter audio speeds at various times.

Anonymous said...

The strange thing is that other 44100 Hz stuff was fine in other places. And I should have mentioned this, but it's not my first playthrough so I'm familiar with the intended music speed changes in Disco and it never happened with the standard BGM (except the pre-Defective room with the timer).
It's unfortunate that there's no fix but thank you for replying anyway.
Another question that you might not answer: I'm currently doing an all achievements playthrough as a victory lap after night terror, but I have no idea how to get "Overcoming yourself"; would you mind providing a hint?

Anonymous said...

P.S.: By "it never happened with the standard BGM" I'm referring to the unusual slowdowns.

ZephyrBurst said...

First note is once you've passed the map you can get it in, the achievement can no longer be obtained.

Hint 1:
It's a really dumb achievement that in the most extreme vague way references Mario 3. There's a ship in World 8 that you can swim under.

Hint 2:
Subconscious Filter.

Anonymous said...

That's "Remember that", not "overcoming yourself". The in-game hint is "Perhaps if you did something outside of the game...", and messing around on the title screen as well as putting the DT 1&2 .exes in the DT3 directory haven't gotten me anywhere.

ZephyrBurst said...

Getting my achievements mixed up. Hint is; You have to edit something.

Anonymous said...

Bug report:
Using the new Dedicated (Fixed) setup lets you regain your melee attacks (and only those) in the warmaster approach section. You start out every screen with no abilities as usual, but upon switching characters you regain your melee attack as well as the link/belmont HUD elements. I think this lets you cheese the last part of the third screen with the swordbeam on nightmare because you can kill the guardian from quite far away.
It doesn't work with any other setup.

And I still have no clue how to get the achievement. I tried renaming the exe, messing around with the save file (despite it telling me not to), and I'm already using custom music. Am I correct in assuming "outside the game" means "without starting the .exe"?

Anonymous said...

Update:
The aforementioned bug also happens in the boss gallery on the mario bosses (except Cackletta because you can't switch). Again only the melee attacks can be used. Platinum time on Kamek is now 3 seconds. ¯\_(ツ)_/¯
More importantly, RPG sets are completely broken both in the gate and in the boss gallery; entering with any character puts them on the RPG set, but switching even once will get you stuck with the Link/Belmont sets and melee attacks only.

ZephyrBurst said...

Ah, I know why, gonna take the downloads down for now and fix it when I get back tonight.

Anonymous said...

I finally figured out what to do after getting the true end. Kind of obvious in hindsight, though the achievement title is still a bit weird to me.
Now I hate to ask for help again, but how do I bug the vending machines? I tried buying 2 potions simultaneously with only 1 empty bottle, getting hit at the same time as buying a potion, picking up money to push above 1k internetz in front of the machine and buying while airborne/dash-invulnerable, and nothing worked.

Also, HEX was/is fantastic. Thank you for adding that.

ZephyrBurst said...

It has something to do with the amount of money you're carrying. Imagine the person who made it has the lamest jokes.

Anonymous said...

I decided to try out Achilles mode and since the health display was going to be useless (and it sometimes hides enemies/bullets) I played with the HUD turned off. I've now defeated 20k and after dying in the shmup section I noticed that the menu option for the HUD now says "disabled." Did I screw up the game somehow or is that intentional?

ZephyrBurst said...

It's disabled in the shmup section and uses a different HUD. If you force the HUD on through your save file, it'll actually display it over the shmup HUD.

Anonymous said...

I should have been clearer; what happened is that I started the shmup section, noticed that I didn't get the HUD (neither normal nor shmup) and so decided to force gameover and leave the shmup section. Then I noticed that the HUD option was set to "Disabled" and I couldn't change it. Regardless, I've just beaten the shmup and I noticed two things:
1. When using laser on the boss's "gray attack", I started at the bottom of the screen to make sure it ends as soon as possible. Now I dodge the first gray wave by going close to the boss, and when I did so he failed to spawn the second gray wave. I assume this is due to some sprite limit as this didn't happen with the base shot (which despawns upon hitting the boss), and I did not have any shield options.
2. My HUD option is still on "Disabled" (both within and outside the shmup) and the shmup HUD still refuses to show.
As for 2, changing the option via save file editing worked. I tried to reproduce the bug but everything seems to work properly now; I can even turn the shmup HUD on and off (without the main HUD displaying over the shmup HUD).
This ended up being kind of pointless, but thank you for responding anyway.

ZephyrBurst said...

I was about to instruct you to save edit, but you've got that covered. Looks like there's something I missed in regards to the HUD when exiting the shmup at times.

For the gray attack, I'd have to go look at that behavior myself. There's no sprite limit in the game, so it's something else if it missed an attack.

Glad you got the HUD bit resolved on your end though.

FrogInABox said...

Don't know if you still look at this anymore, but I have a question about the story. What was the meaning behind the Tranquil Serenity area, if there was one at all? And John seemed to have a connection to it, but it's never stated what that is.

ZephyrBurst said...

The game doesn't directly say what it is, but there are various bits of dialogue (all of it missable) that give clues about it. I've seen various conclusions made about it, some right, most wrong, which is fine that most come to their own differing conclusion. The canon thing is that the area was made for an unborn child of John's. The event of everyone being pulled into the simulation saw to that event. This is why it's a child-like crayon appearance.

Stick Swan said...

Man, I'm really outdated here, but, talking about DT2, in Tetris Area, I really want to know the name or game where the soundtrack there came from. I don't have access to the MusicCredits anymore since I can't use my PC right now, so, please?

ZephyrBurst said...

It's from '3D Dot Game Heroes'.