v1.0 (Sergio Cornaga):
- This update merely reverts a bad change I made to atuun's area for RC1, and fixes up some ambiance and SGEs to compensate.
RC7 (ncrecc):
- There was this one autosave in Slow Down Zone that made the default shift noise when you passed over it. This doesn't happen anymore.
RC6 (ncrecc):
- Fixes a SGE at x1013y983, and a voidscreen at x1015y983. The door shifts at x1029y976 and x1029y975 are no longer one block off horizontally.
RC5 (ncrecc):
- This fixes a SGE at x1007y1005 and adds a comment to the World.ini explaining that Sergio made the last segment of the final area. Consistency.
RC4 (Vegetal Gibber):
- I tested the last area again and the red key stayed in the inventory (at least for me). Executing three shifts at once, even when they're timed, seems to be unreliable. It should be fixed in RC4 (I added another duplicate screen with two more shifts), although it'd be great if you could test it again just to be sure.
- This should also fix an issue where the player could trigger Shift B in screen x1046y1002 (which disables the double jump) without activating Shift A (which disables the climb and shifts the player to the next screen) due to the collision masks not matching. As a result, the player could get stuck in that screen, since none of the shifts are reachable without the double jump.
RC3 (ncrecc):
- Fixed several SGEs and inconsistencies in Floating Park Island and one wallswim.
- Leaving the ??? area now disables the red key.
RC2 (Vegetal Gibber):
- Fixed a corrupted character in the Sign A text at x1012y982
- Fixed a SGE in the "Floating Island Park" area.
- Added an alternate version of the title screen, only visible when the level is installed in vanilla KS or a mod other than KS+.
Release candidate (Sergio Cornaga):
- I finished the last area and made many other strange changes that I don't remember!
v0.9998 (ncrecc):
- Added a [...] really close to red artifact #6. Want to make sure nobody ever says "hey guys there's a red artifact that missing from the level why are you so lazy?"
- Added artifacts above the COMPLETED paintings to show what artifacts you haven't collected.
- Fixed an exploit in Windy Valley that allowed you to get into the cave part without double-jump.
- Shifts in/out Protofigure now autosave.
- Entrance plaque is slightly rewritten.
- Ending scenes with text displayed are now b&w. Looks fancy.
- Fixed one last voidscreen in Knytt Drawings.
v0.9997 (Vegetal Gibber):
- Now that I have all the details, I made a better organized and more fleshed-out credits sequence (4 screens long)
v0.9996 (Sergio Cornaga):
- Ending cutscenes by Vegetal Gibber! We still gotta do credits, though.
- A new icon, because I decided I didn't like the old one.
- Disabled map, fixed some SGEs, addressed other minor issues.
- A few more paltry additional final area screens.
v0.9995 (ncrecc):
- Shifts now stop music upon entering AND exiting a particular secret area.
- Fixed voidscreen from going up in x1035y1005 or x1034y1005. Just sealed it off using a tile with 1 opacity that covers the very top row of pixels.
v0.9994 (ncrecc):
- QILA wasn't disabling things like it should've so I just threw more shift properties at it. Turns out shift time makes a difference.
v0.9993 (Sergio Cornaga):
- I fixed some small lingering issues and added one measly screen to the final area.
v0.9992 (ncrecc):
- Same link, again. All paintings now autosave the game when the player comes out of them. Also fixed a minor warp issue.
v0.99919 (ncrecc):
- I realized that in 0.9991 I had a room set to Ambience 1 instead of Ambience 0. My bad!
v0.9991 (ncrecc; Sergio Cornaga):
- Paintings (the completeable ones, anyways) are now labelled as COMPLETED when you complete them.
- A plaque near the beginning now tells you how many artifacts there are.
- Sergio compressed some of the music and chopped 10MB off the level. Thanks Serg!
v0.999 (Sergio Cornaga):
- This update mostly just incorporates the last area. [At this point, Last Area development is merged with regular development.] It had to happen sometime!
v0.998 (ncrecc):
- Added two more green artifacts (#3,4) to Press A to Slow Down Zone, and rearranged the existing two artifacts since they were a bit too easy to get. Also there was an upside-down snail CO just lingering about for some reason so I removed that.
- Added a blue artifact (#6) and a red artifact (#4) to Sergio's Knytt Drawings.
- Added a red artifact (#3) to SavourySnack's Abandoned Space Station [...]. Everything in the final area is now set up for when someone wants to make ending cutscenes - one normal ending, and one after the player has collected all the artifacts.
Last Area v0.9 repeating (ncrecc):
- Added an eye-catching indicator as to the start of the Final Area script, will be useful once merged with main area
- Added two secret areas [...] and two green artifacts (5 and 6)
Last Area v0.9 (Vegetal Gibber):
- I made a very short extra segment (from x1031y1006 to x1036y1005, 11 screens long), which will be my last contribution to this area for the time being.
- I've replaced the file in the first post with an updated copy that merges all three existing parts into a single area.
v0.997 (ncrecc):
- This just adds two new paintings to the final hallway (from my "Get focus" and xZilas's "Much Ado", respectively) as well as a placeholder painting for the Last Area.
v0.996 (Vegetal Gibber):
- I've done some touch-up work on the placeholder screens for the last painting[.]
- Fixed a few shifts in the final hallway that were not working as intended (hopefully I didn't break anything else in the process).
- The hallway is all dark at first (x1010-1012 y998). However, the screen in the middle suddenly lits up when the player approaches the painting. Going left or right resets the lights, unless the last area has already been beaten.
- Screens at x1010-1013 y996 are lit versions of the original dark screens. These are intended for when the player has completed the last area and Flag 9 is ON.
Last Area v0.8 (Sergio Cornaga):
- [If] you save within x1028y1007, you'll get a fade in from black whenever you respawn there. [...] Here's my attempt. It uses a second trigger to spawn the fade-in, and a third trigger to delete the second trigger if approached from elsewhere. I also added an extra frame to FadeIn_Black.png, as I noticed it doesn't completely disappear at the end.
Last Area v0.7 (Vegetal Gibber):
- Updated the first post with a new file that contains the two existing segments combined into a single level. I also reorganized the contents of the World.ini file a bit.
Last Area v0.6 (ncrecc):
- [Referring to the second segment] Tilesets are now tuned correctly, and the alternate room [x902y1012] has been scooted closer to the rest of the rooms.
Last Area v0.5 (Vegetal Gibber):
- Personally, I prefer using invisible shifts on doors when the player already knows that those can be opened, but I'll add the CO there [x1029y1006] anyway for consistency.
v0.995 (ncrecc):
- Fixed a small typo in the Slow Down Zone script (False= instead of False)
- Info about quitting Slow Down Zone is now on its "menu" screen
- Flag warps to final area now take advantage of KS+ 1.3.2 supporting a flag in "flag all"
v0.99 (ncrecc):
- Player can now bail out at any point in Press A to Slow Down Zone.
- Player must now collect the purple key and hologram in Stained Glass Sanctuary before they can leave.
- Purple key is now disabled upon exiting Stained Glass Sanctuary, just for consistency.
- Flags are now set upon completing the main levels. (Making it to the exit shift, or exiting through Area 3 in PAtSDZ.)
- Doors at the right end of the main hallway can now be opened once all main levels are completed.
Last Area v0.4 (ncrecc):
- [Adds the second segment of the last area. This was submitted as a seperate level.]
Last Area v0.3 (Vegetal Gibber):
- I thought I had checked the "Do not quantize" property on the door shift [x1029y1007 and x1029y1006]. Apparently, this wasn't the case. I've fixed that and added a simple CO below the door while I was at it.
Last Area v0.2 (Vegetal Gibber):
- I added an extra save point to x1027y1007 and relocated the one at x1031y1008 so the player doesn't have to cross the same two filler screens over and over every time they fail the challenges.
Last Area v0.1 (Vegetal Gibber):
- [Initial release. This was a separate level at the time.]
v0.9 (Sergio Cornaga):
- Press A to Slow Down Zone: Fixed checkpoint shifts. Made second bail-out point disable umbrella.
- Gallery Hub: Weird vase painting was missing its bottom row now too. What's going on here!?
- Gallery Hub: Brief shift screen gallery screens also had messed-up paintings, probably due to tileset alterations. Anyway, fixed!
v0.8 (Vegetal Gibber):
- Floating Island Park: Replaced a few background tiles to match the color of the others (e.g. x1042y985)
- Floating Island Park: Added a wall to prevent the player from reaching a void screen when climbing up from x1032y983.
- Gallery Hub: Game is now auto-saved when returning from the Floating Park area.
- Gallery Hub: Blank and "Dead Ends" canvases were missing the bottom row.
- Re-uploaded the file with a few more fixes for voids/wallswims in the "Floating Island Park" area (x1013y981 and x1018y981, when trying to go up after getting the climb power). [...] I've blocked them with invisible walls (mimicking x1017y981) for now.
- Yet another fix added: changed shift type from "Floor" to "Square" in x983y1010 (at the very end of the "Press A to Slow Down" area). This should prevent the player from accidentally passing through the object without triggering it.
- I recompressed some of the ambiance/music tracks (atuun's and ncrecc's areas) to reduce their bitrate as much as I could, which cuts down the size of the .knytt.bin file from ~77MB to ~28MB.
v0.7 (Vegetal Gibber):
- Added an extra shift to clear the Hologram power-up after leaving the "Stained Glass Sanctuary" area.
- Added power-up removal shifts to other areas that needed them. Hopefully this should solve all issues with collected power-ups not being cleared upon returning to the hub.
- x984y1121: Fixed a wallswim when trying to go down from this screen if the player doesn't have the Eye power-up.
- x1015y966: Jumping down from here (instead of taking the portal) leads to a void screen. Added a few filler screens similar to the existing ones to prevent this.
- Resized the "Stained Glass Sanctuary" canvas to "portrait" format per Danni's request.
v0.6 (Vegetal Gibber):
- x1000y1021: Replaced instance of CO #04 (the custom spider used in "QILA") with CO #24 (the background wave animation).
v0.5 (Sergio Cornaga):
- This one fixes the errors xZilas mentioned ["on x1006y1003, there is a missing invisible block and metal platform for some reason, compared to x1006y1006"; "on the gallery hub, my level name is listed as the full name instead of QILA (the correct name) because I'm silly and didn't update the name."], and adds some (frankly pretty horrible) music to my Knytt Drawings section. Enjoy!
v0.4 (Vegetal Gibber):
- Added a "Terrible-Horrible-No-Good-Very-Bad-Hack" that removes all power-ups collected by the player in the "Stained Glass Sanctuary", "Knytt Drawings" and "Tropical Lima Beans" areas. It's messy and not an elegant solution at all (it relies on duplicate rooms and delayed shifts), but it seems to do the trick. This prevents the player from getting stuck in some areas due to sequence-breaking (e.g. it was possible to keep the high jump from "Stained Glass Sanctuary" and then get stuck in the right area of "Knytt Drawings" after using a save point there).
- Added "Custom object 20" that overrides Bank15Obj5 (the air current) with a sorta-hand-drawn version that mimics the "Knytt Drawings" area look&feel and is more visible over the white background. I had trouble finding my way out of the area due to the default object being quite hard to spot, and I thought this could help.
v0.3 (Sergio Cornaga):
- Alright, hopefully it's at least possible to get in and out of every painting in one playthrough now! I'm sure there are some instances where not enough power-ups get turned off, and probably some other critical flaws.
v0.2 (Sergio Cornaga):
- I've updated the paintings, added VG's title screen and intro, and made a few other bugfixes and changes.
v0.1 (Sergio Cornaga):
- [Initial release. Submissions to the collab event were all compiled into one level.]