Celeste Update 1.04 PatchNotes Carlos Hurtado
1.04 Update has arrived for Celeste, and here is a list of all changes and fixes added to this patch. Update 1.04 brought many changes, supplements and bug fixes into the game. This update will simplify playing the game. Now players can bind custom buttons for certain movements, which was not possible in previous builds of the game. Everything is new Celeste Update 1.04 here.
Celeste Update 1.04 Pat notes
'Screen shake' setting Added: 50%, which is now the default The Grab Mode option has been added to use the tomb button as a changeover switch instead of keeping it
Control again bind:
The control system of controller has been revised to enable much more detailed and complete rebind, including menu inputs and more
A binding for Advanced Added: Crouch Dash After a Crouch Dash binding has been set, the Crouch Dash mode option is displayed. 'Press MODE SHOOTING DICKS when the button is pressed. 'HOLD' mode Square strokes when the button is held and a normal dashed button is pressed Bindings for Advanced Added: Directional only for movement or sprint The option to reset all controls on the default settings must now be kept for confirmation The hard-coded quick start link to Game pads (L + R + Start) has been removed because it can now conflict with custom Rebinds. You can bind a dedicated quick-restart button to use this feature Control Rebinds are reset to the default settings when downloading this update
0.1 s input buffering added for the pause input Fixed that the game timer freezes during the break (this adds 0.15s IT to each pause compared to before)
Physic and Gameplay Changes:
Madeline now uses the ducking sprite when it ducks The lower screen's kill zone has been moved down to 4 pixels An error has been fixed in which wall jumps from the right side of walls sometimes did not record the momentum of the wall Fixed: Move blocks gave inconsistent swing when they were moved vertically and directed horizontally A grace period of 0.01s was added to obtain horizontal boosts by explosions by holding the direction in which they are sent at the moment of the impact. Examples of explosions are bumper, ball fish and redrawn viewfinder. 0.01 S is a single frame at 100% game speed, but since explosion effects freeze the game for 0.1 s, this is effective a grace period of 0.1 s. The correction of the line corners is no longer used when the corner has tips over it Dash-Jump-Thru correction is no longer used when the Jump-Thru tip has on top Dash correction checks now use the injury box instead of the physics box Strokes are no longer corrected under the ground with spikes The Squish correction has been fixed that Madeline staggered in climbing in the ducking state Madeline's maximum vertical squish-wackard distance has been increased so that all previously survived crush scenarios are still surviving despite the previous fix. Fixed that the squish correction is not applied if it is pressed by fast moving blocks
Chapter 9 Level Changes:
Added a peak to singular 11 Blissful tiles and indicators added to the Power Source Hub Spikes added to the 4th key of the energy source Added a tip to Event Horizon 9 Restructured determination 8 Spikes and electricity moved, refill in reconciliation 8. Added
The CH3 Master Suite Ohio was skipped at idle. Keyboard icons are used instead of controller symbols when the keyboard was the last device Reduced sizes of high-resolution graphics as the game is not drawn in full resolution. This significantly reduces the asset size Old binary memory file format from the first release of the game Chapter 4 Heart have been added some visual notes Updated to the latest version of FNA and introduces FNA3D. This means that the FNA version can run DirectX under Windows and Metal on Mac The depth of the white block of Chapter 4 was changed so that it is behind Madeline when it enters the room. 'Graphics. Added [Driver] 'and' -disable-LatesWaptear 'for FNA command-line arguments that match FNA3D FORCE DRIVER or FNA3D DISABLE LATESWAPTEAR Some smaller changes to 3B Small adjustments to 7a flag 11 Updated presented by title card Unused Dash Assist target SFX implemented
When renaming files, the photosensitive mode is now taken into account Fixed that the intermediate sequence See Theo repeats in Chapter 5 when you leave the room and get back Pico-8 Celeste update loop inconsistency fixed from the original PICO 8 version Fixed a problem where the bird in Farewell threw you after a redrawn on a slightly inconsistent distance XNA crash when moving the game window fixed between monitors Fixed that the wearer depth was not reset in Chapter 9 with a false heart when you skip at the right time A strange mistake in the end of the temple end was fixed when you ran into the eyeball while holding Theo Fixed errors with repeated / ab-input, in which certain applications let Celeste thought that on / off was constantly pressed A few small respawns in the wrong direction in CH5 and CH9 were fixed Fixed that the graphic of chapter selection card was slightly misaligned Fixed the configuration menus for buttons / keyboards when they were opened during the Dash tutorial in prologue Fixed various errors in the emulation of Pico-8 Celeste (Thanks Gigabit for the detailed instructions) Fixed crash when the lookout appears in an output block Some missing fillers in Ch5 fixed you during room transitions A problem has been resolved where the wrong edge tile was displayed when jumping through platforms when you spawn within solids Fixed: Soft Lock-in CH5 Cutscene when you save Theo with Dash Assist enabled Fixed Credits Soft lock if you have activated Dash Assist Fixed summit portion with mobile wooden platforms in the resort style Fixed the visuals for the dream block crossing hanging if you skip the intermediate sequence A few small visual mistakes with decals fixed Fixed threading errors with the file-slot graphic, which in rare cases prevented them to become visible
This update was not just about supplements and changes. Developers have succeeded in troubleshooting many problems. You have some unexpected crashes, some small visual mistakes, input errors, faulty orientation of elements and more resolved. Players will appreciate this update after it has been implemented. Many problems and changes in the quality of life have been made so that Celeste should play much better after this patch.
Celeste is now available for PC, PS4, Xbox One, Nintendo Switch and Xbox Series S / X. For more information about this update, see the Official Celeste Website.