The album art is now displayed on the loading screen
Removed the safety rails over holes in the track on Sky Walkway
The visualization effect in Sky Walkway now starts a bit closer to the camera
Updated the early character skins to fix the wide variance in polygon count compared to the new ones, and to update some designs
Improved the GPU-related performance of the visualization effect in Sky Walkway
Improved the obstacles fade-in effect
Long solid obstacles now fade-in progressively accross their lenght, instead of fading the entire obstacle at once
Improved the fading out of the road at the end of Sky Walkway
Modified the way that Cosmetics preferences are stored. This patch will reset your Cosmetics preferences to default upon first launch.
Bug Fixes
Potentially fixed a bug where a dropdown panel in the Customisation menu would sometimes lose focus when navigating the interface with a gamepad (as I haven't found a reliable way to reproduce this issue, it is hard to confirm that it is gone)
Fixed a distortion effect with the visualization effect in Sky Walkway when playing on Ultra Wide resolutions
Fixed inconsistencies between ground indicators fade-in times
Fixed the Flying mode's flare horizontal light persisting for a few frames when jumping over a hole in the track
Fixed a bug where walking mode bubbles could appear in the Customisation preview
Raised the contrast on ground input indicators, in order to be more visible when the road is translucent
Slightly sped up the Sky Walkway visualization during slow-motion jumps
Improved CPU performance with the Ocean environment when set to "Disabled" graphics quality
Patch v0.7: New Environment!
Patch v0.7: New Environment!
This content update adds a brand new environment, Sky Walkway, featuring a mesmerizing audio visualization effect! It is a visualization that I've been wanting to add to the game ever since I've started working on it years ago, and I'm extremely pleased with how it turned out, with its ethereal look. This visualization is based the sound spectrum of the music in the frequency domain, with the bass close to the road, ranging up to higher frequencies on the outside, allowing you to visualize the unique "texture" of your music.
Please remember that the game also features an "Autoplay" mode, if you would like to enjoy the full intricacies of that effect without any distraction ːmeloblueː
Added support for multiple environments (this feature is not available as a mod option due to the complex elements involved that are outside the scope of the modding systems).
Added a new environment, Sky Walkway. It is randomly selected by default, but you can manually select your favorite environment in the Cosmetics menu.
Added an "Ultra" quality setting for side visualizations. This setting is mainly there for "future-proofing" the game, and it is not recommended unless you have a beefy computer, as it will double loading times and impact in-game processing power.
Changed the sky shader to feature a dark gradient fade in at the top and bottom, and to properly wrap around without distortion when the camera is moved
The water inside road holes is now colored based on the sky color's reflection (and is thus now affected by track color themes)
Changed the UI of "Autoplay"'s mode to hide automatically; the in-game score is not displayed anymore in this mode, and the right part of the UI will only be visible when the mouse cursor isn't hidden
Added a fading effect to the Flying yellow held obstacle's transparent window, so that it isn't jarring when the camera moves below the window during long held notes
Improved the randomization feature for track-specific seeds
Bug Fixes
Fixed a rare bug where an input could fail as "Too Early" even if you were on time, when two obstacles input zones were slightly overlapping each others (usually an arch obstacle immediately followed by a circle)
Fixed the "medium" visualizer quality setting having no effect on the Ocean environment
Patch v0.6.2: Hair simulation and interface improvements
Patch v0.6.2: Hair Simulation and interface improvements
This patch improved the hair and cloth simulation to feel more natural and added improvements to the File Selection interface when using a gamepad
Improved Melody's hair movement against air friction, especially during sliding obstacles where it now flows more naturally in the wind
Adjusted the angle of the cinematic panning for very long held Flying "X" (left) obstacles
In the File Selection menu, you can now go back to a parent folder by pressing Select on gamepad (or Backspace on keyboard). The "Refresh directory" function has been changed to Right Trigger on gamepad.
The File Selection menu now remembers the previously selected folders, and will auto-scroll to them when going back to said folders while in gamepad or keyboard navigation mode
In the File Selection menu, using the trigger buttons LB and RB on gamepad can now scroll past the first and last item to loop around items in long lists
If "Show input timing" is enabled in the Gameplay Settings, you will now get a popup with "♥" for perfect timings too, instead of just "late" and "early" popups
Bug Fixes
Fixed Hair and Cloth simulations behaving improperly when the game was not running at 60 FPS
Fixed Cosmetic's menu's left-mouse dragging, to rotate Melody's character model, behaving improperly when the game was not running at 60 FPS
Patch v0.6.1: Track color schemes and visibility improvements
This patch introduces the ability to customize the Track color schemes, as well as the colors of the obstacles. It also features camera changes and features, as well as input zones visibility improvements.
You can create your own custom color themes via the "ME2 Modding Project" (please check the Workshop documentation for more information, and feel free to join our Discord for help)
Added the ability to customize Track Colors as well as Obstacle Colors (in the Customization menu). Both are available for modding via the Steam Workshop.
Added smooth camera panning during very long held notes, for a cool cinematic effect!
Changed the camera angle in Flying intensity to bring the camera closer to Melody, for better immersion and sensation of speed
Changed many colors, especially the blue and green obstacle colors to be less similar to each others, and to help accessibility with green-red color blindness
Added more contrast to the ground input indicators and falling bubbles
The ground input indicators and falling bubbles are now bigger, which improves visibility and better match their input timing zone
The UI heart pulse animation is now more noticeable, each time you fill a score heart during a track
Changed the description of the FoV option in the Graphics Settings menu to be clearer about its impact, as many players would just maximize the angle without understanding the potentially detrimental effect to the in-game experience. With this patch, the FoV value has been re-initialized to default on all clients.
Added a small camera animation when crouch landing after a slow motion jump, to give the impact more weight
Bug Fixes
Fixed the camera sometimes slightly rotating when recovering from the crouch-landing animation after a slow-motion jump
Fixed a long-standing bug where the "Miss" score counter wasn't updated for all the obstacles subsequently disabled due to a respawn animation
Fixed Workshop mod upload tagging "Headphones" mods as "Character Colors", and vice-versa
Fixed a rare bug where the first obstacle of a track could be automatically failed as "too late" if you had enough Audio Latency compensation configured in the audio settings
Patch v0.6: Workshop support!
Patch v0.6.0
This update adds the long awaited Workshop support to Melody's Escape 2! You can now download new cosmetic mods from the Steam Workshop and share your own creations with the community! ːmeloblueː The Workshop currently supports Character Skins, Hairstyles, Headphones and Character Color Schemes.
It may take some time at first for the Workshop to be populated with new skins, so please check it regularly for new content.
Added Steam Workshop functionality to download mods created by the community
Added a menu to upload your own mods to the Steam Workshop, accessible from the Customization menu by pressing the Q key
The folder location for your local mods files has been moved to "%UserProfile%\AppData\LocalLow\Icetesy\Melody's Escape 2\Mods\"
Lowered the intensity of the explosion particle effect when Melody starts flying
Removed the "NO OBSTACLE" text error popup as it was too confusing (an error sound effect still plays if you press an input while there is no obstacle prompt on the ground)
Updated the internal Unity game engine to v2019.4.40f1
Bug Fixes
Toggling "Show FPS" in Graphics Settings now applies immediately without needing a track restart
The file's name should now be displayed as the title if no "title" tag was found
Fixed a cloth simulation bug on the "Pleated Skirt" character skin that would sometimes appear during slow-motion jumps
Patch v0.5.4: New skins and initial modding support
Patch v0.5.4
This update adds new skins for Melody as well as the initial support for character skin modding! Please note that there is no Steam Workshop functionality yet to share mods, the Workshop will come in a future update once the modding features are deemed stable.
If you would like to create mods for ME2, please join our Discord for the documentation and necessary resources, as it is still a work in progress.
Added 4 new character skins for Melody (one of them is setup as a "mod", to test dynamic loading functionality)
Added a "Random" option for each cosmetic slot (skins, hairstyles, etc.) By default, this will generate a unique result for each track, but you can change this in the settings to always randomize your look.
Added initial support for character skin modding (skins, hairstyles, headphones and character colors)
Added cloth physics support for character skins, allowing the creation of intricate clothing accessories that react to Melody's movements and the wind (like dresses, scarves or ribbons)
Added a particle effect explosion on Melody's feet when she activates flying mode
Adjusted the "Jogging" and "Running" animations
Switched around the positions of the "Chain" and the "BPM" label on the in-game UI, for better readability of your current chain amount
Bug Fixes
Fixed mouse cursor auto-hide that would hide tooltips in the Custom Difficulty menu
Currently unavailable choices in the Customization menu are now properly disabled
Fixed a bug with the speed lines particle effect position
Patch v0.5.3b: New intermediate "custom" difficulties
This update introduces 2 new easier variants of Input Methods specifically created for the "Custom Difficulty" menu, with the intention for them to act as an intermediate difficulty between Relaxing and Medium, and between Medium and Intense respectively.
Those new custom "LITE" variants consist of easier versions of the Medium and Intense input schemes, as they still use their regular inputs for solid obstacles (represented by a square ground indicator), but will always use "Mono-Color" for bubbles and circles in-between the solid obstacles, making the game quite a bit easier while still being more engaging than pure Mono-Color.
Please note that the custom key bindings for the Keyboard Control settings have been reset to their default value due to required changes. I apologize for the inconvenience.
Added 2 new "LITE" variants of Input Methods in the Custom Difficulty menu for Medium and Intense type of input schemes. The "LITE" variants still use their regular inputs for solid obstacles (represented by a square ground indicator), but will always use "Mono-Color" for bubbles and circles in-between the solid obstacles, making the game quite a bit easier while still being more engaging than pure Mono-Color.
Added a tooltip panel to the Custom Difficulty menu and renamed some labels to improve clarity
Added an interface setting to disable the "auto-hide mouse cursor" functionality
Updated the internal Unity Input System to version 1.5 (from 1.3)
Bug Fixes
Fixed the "E" keyboard key not being able to be bound to an input (due to an Unity Input System bug with the old version)
The Settings menu now requires all keyboard keys to be bound to an action before leaving it
Fixed the Custom Difficulty's "Input Method" not always being saved correctly for the next game session
Trying to bind a keyboard key that was already assigned on another action will now unbind the previous one, as it was possible to bind multiple actions to one key
Updated the icon graphic for unbound inputs for better clarity
Fixed "Custom" difficulty control schemes not being displayed on the loading screen