
YO SNAILS!
Are you ready for a shell-shocking update? 👀 Check out our New Official Mini-Campaign & Level Editor Updates!
♾️ Welcome to "Slices of Infinity" ♾️
Prepare to embark on a mind-bending journey through our brand-new campaign, "Slices of Infinity" , created by the one and only ACalebM! But how do you access this molluscan masterpiece? Don't worry, we've got you covered:
🛠️ Level Editor 2.0 ⚒️
Our beloved Level Editor is getting a overhaul! You've waited for it, you've wanted it: here it is!
Here's a list of what changed:
- You can now choose level difficulty, level type, level icon, starting unlock state, and default level exit
- New level trigger! Place this near the edge of a screen or around any place where the player can win in order to change where the player goes!
- New player spawnpoint object! Select a level to change the spawn point of the player depending from which level they came from!
- Updated completion percentage code to match base game which may result in some silly but intended behavior
- Added squid emotion setting, replaces AI visibility
- Added edpathprefix launch parameter.
- Lasers now output power
- Smiley counter's max value is now determined by the actual amount of collectable smilies in the level
- You can now turn off smiley counter fanfare
- Fixed smiley counter invert power not working properly
- Added new drone icon
- Added the ability to disable ball nanobots
- Level editor overrides can now be done per theme, by adding -(THEME NAME) to the end of the file name. the exception to this is underwater, which instead of using -underwater uses -inv for compatability with older color schemes. Level editor color schemes all use level_editor_play_mode.txt's overrides before looking for the style specific ones
- Fixed a race condition with the snowman mafia and destructable walls
- Bubble TD enemies can be destroyed by basket balls
- Triggers are now wireable! Check the Activation Conditions property
- Reduced maximum concurrant door sounds to 3(from 5)
- Added a door shut sound cap (3)
- Replaced the music trigger with the scene trigger
- The scene trigger can currently change music and Squid's expression.
- Added missing squid angry expression
- Added global flags!
- Triggers power let through behavior has been updated. Now, only the most recently activated trigger of it's type lets power through(assuming it doesn't require power to activate)
- Added silent doors
- Added silent buttons
- Added filters for move tool and wire tool
- Implemented squid invisible/visible for the scene trigger
- Replaced Hello AI with the instrumental in the editor
- Stopped cash cows from being in sync
- Fixed a bug with triggers not fully resetting under specific circumstances
- Added Firewall
- Added auto-aim gun
- Added disco spotlight
- Added sign object
- Ball nanobots and FX scale with ball
- Added vertical flip to Clonelly
- Fixed a bug where how far underwater bullets went were still affected by difficulty in community levels
- Added "wire optional" icon to indicate objects where wiring is optional vs objects where wiring is required for function
- Added fire level icon
- Changed bubble respawn animation
- Moved player tool properties to the bottom
- Smilies now appear as presents/winter event variant in the winter style
- Level exits automatically generate glow just like in the base game!
- Added new "Damageable Enemies" and "Fire" collision options to player trigger
- Conveyor belt can be flipped with the scene trigger
- You can now change bubble respawn time
- Fixed a bug where the chip causes the camera to zoom out
- Chip now emits power when collected
- Added 2 more sign texts, "Important!" and "Exit"
- Fixed baby squid having the "wire optional" icon
- Bubble enemies now have their own icons on the TD screen
- Invalid files loading now crashes the game with an error message showing the file that caused the problem instead of just showing a message and allowing the game to contine
- Fixed a bug where the music would continue to speed up/slow down while paused
- Added infinite health to targets(set it to zero)
- Added scale on two different axis and color changing to decals.
- Moved and gates onto the same layer as anchors
- Added a new "clean" wall variant for both normal and brain walls
- Changed brain wall color in editor
- Allowed zoom up to 300
- Added help for difficulty block
- Speedrun timer dims in editor
- Fix crash from game opening too many color schemes
We can't wait to see what exciting levels you'll come up with with these new tools at your disposal.

