Restart the application: If the problem recurs, move the plug-ins back to the application plug-ins folder and try a different solution. If the problem doesn't recur, then go to the next step. Move one third-party plug-in back to the application's plug-ins folder.

  1. Cause Conflict To Yourself: The Game Mac Os Catalina
  2. Cause Conflict To Yourself: The Game Mac Os 7
  3. Cause Conflict To Yourself: The Game Mac Os X
  4. Cause Conflict To Yourself: The Game Mac Os Download
  1. Mac OS X - Problems With MIDI Devices After an Update This guide walks through deleting MIDI drivers on a Mac. This may be necessary if issues appear only after updating your operating system or may be useful to determine if a driver was installed correctly or not.
  2. Different factors can cause installation errors, including problems with operating system components, conflicting start-up items, and hardware conflicts. To benefit most from this document, perform the tasks in order. Keep track of the tasks you perform and the results of.
  3. . Fixes Umar Hills area loading conflict. Fixes Dual Processor compatibility issues OS X Notes: Due to current issues with all versions of OS X, turning on 3D acceleration will cause the game to run very slow. Please turn off 3D acceleration if you are running in OS X. Mac OS X Only. Baldur's Gate II.
  4. Download Rayman 3 for Mac to action game. Download Rayman 3 for Mac to action game. Operating Systems Mac OS Classic, Macintosh, Mac OS X 10.1. Arm yourself, and survive the epic Battle.
Armageddon Empires
Developer(s)Cryptic Comet
Publisher(s)Cryptic Comet
Designer(s)Victor J Davis
Platform(s)Windows, Mac OS X
ReleaseINT July 16, 2007 (Win)
INT October 9, 2007 (Mac)
Genre(s)Turn-based strategy
Mode(s)Single player

Armageddon Empires is a 4xturn-based strategyvideo game for Microsoft Windows and Mac OS X. It was released internationally for Microsoft Windows on July 16, 2007, and for Mac OS X on October 9, 2007.[1] The title is the first game released by independent game developer Cryptic Comet.

Plot[edit]

Armageddon Empires screenshot.

The game is set in the year 2325 AD, 300 years after Earth is invaded by two alien races, the Xenopods and the Machine Empire. Waging war against each other, the two invaders use nuclear weapons and genetically engineered plagues, which in turn results in the deaths of 99.9% of the population. The war between the Xenopods and the Machine Empire has lasted for 10,000 years, but the two sides only fight on Earth for twenty years before leaving in 2045 to continue their fight in other star systems.[2]

The resultant power vacuum causes conflict to break out between four factions: the remaining Xenopods and the Machine Empire, along with the Empire of Man, who are the remnants of human civilisation, and the Free Mutants, who were created by the Xenopods using human tissue.

Gameplay[edit]

In Armageddon Empires, players take on the role of one of four factions in a post-apocalyptic setting. Each faction is at war with the others, seeking to dominate the meager resources of a fictitious wasteland. The only way to achieve victory is to crush all others.

The game is designed to be a hybrid of traditional strategy board games along with some elements of collectible card games. While the cards are not truly collectible, in the sense that the game is complete with a single purchase, it does feature deck design and deck optimization elements. Cards are used to represent all assets in the game, including buildings, units, heroes, tactics, and weaponry. The game board is a hex map representing the wasteland, upon which in-play cards are placed.

After picking which deck to play and choosing basic game settings, players are taken to the wasteland map where they place their initial tiles and headquarters. Since the game is single player, any other factions are controlled by computer opponents. After this, the terrain is generated and gameplay begins.

At the start of each round, all factions roll for initiative. The default number of dice which factions roll is uniform, but by expending resources, players can increase the number of dice rolled for that turn, increasing the odds that they win the roll. Not only does the initiative control the order of turns, but it also controls how many action points the faction gets. However, if players invest too many resources to win the roll, they may be limited in what they can actually do during their turn, having depleted their supplies. The game requires players to prioritize their limited assets, since there are rarely enough to address all needs.

Each round, players receive a certain number of the four different resource types: men, materials, energy, and technology, depending on what areas they control and the resource collection facilities stationed there. These resources, in addition to being used to buy initiative dice, are used to bring new cards into play, as well as other functions like the repair of damaged units. During a player's turn, they may spend action points and resources on a variety of activities. This includes drawing new cards, playing existing cards from the hand, moving units within armies, forming armies, and conducting research.

When an army encounters an enemy force, battle typically ensues. Battles involve a setup stage, where units are positioned in the front or back ranks. After this is done, the two sides are revealed to each other and combat begins in earnest. The two sides take alternating turns performing a single action each, which usually involves attacking an enemy unit. Standard attacks involve the attacker rolling a number of dice based on their attack rating, the defender rolling a number of dice based on their defense rating, and comparing the results to determine any damage. After all units have acted or otherwise been marked 'committed', the round ends, giving players the chance to retreat or continue battle, with all remaining units returning to a ready state.

The ultimate objective is to capture or destroy the headquarters of all other factions. If a faction loses its headquarters and is not able to reclaim it before the end of the round, that faction is eliminated. If the human player controls the last remaining faction, they are dubbed the winner and awarded a score based on how well they played.

Development[edit]

During an interview, Vic Davis, the developer behind Armageddon Empires, revealed that the idea for making a turn-based strategy game of his own first came to him in 2004.[3] After having played a number of such titles and noticing that the industry was moving in a different direction, towards real-time strategy games, he decided to go ahead and pursue game development.

Davis was working on his first project, a Darklands-style role-playing video game/turn-based strategy hybrid, when he reached the conclusion that it 'wasn't going to work' in January 2005.[3] Following this, he was inspired by several board games he was playing at the time, as well as the Call of Cthulhu Collectible Card Game. This eventually led him to merge the two game types to create the core mechanics behind Armageddon Empires.

The game was developed in Adobe Director, chosen based on Davis' previous experience using the package to do animations.

Expansions[edit]

Cults of the Wastelands[edit]

On October 31, 2007, a post on the Cryptic Comet blog mentioned that a free expansion pack for Armageddon Empires entitled Cults of the Wastelands was in development.[4] While originally planned to include 10 new cards, the official announcement on the game website expanded this number to 14 while providing a March 2008 release date.[5] The expansion adds cults to the game, which are independent factions with their own agendas. When enabled, these cults make use of new mechanics in order to pursue their goals, behaving much more aggressively than the previously passive independent forces. It was released on March 20, 2008.

One of the cult leaders and his army.

Tip of the Spear[edit]

On May 30, 2008, a post on the Cryptic Comet blog announced that development of a second free expansion pack for Armageddon Empires had begun.[6] The expansion makes improvements to infantry units by giving them new abilities, adds new upgrades available only to infantry, and implements an optional feature that makes moving non-infantry armies around the map more costly. The planned release date for the expansion was July 17, 2008, which was the first anniversary of Armageddon Empires' release.

On July 8, 2008, Tip of the Spear was released in a beta form on the Cryptic Comet blog, and was quickly patched the day after.[7] The official release of the expansion was made on July 21, 2008.

Reception[edit]

Review scores
PublicationScore
Eurogamer8/10[8]
PC Gamer (UK)84%[9]
Games for Windows9/10[10]
GamingShogun8.5/10[11]

Armageddon Empires received positive reviews overall. The game received positive marks for its deep strategy gameplay and return to genre roots.[12][13] Negative criticisms focused on the bare-bones user interface.[9]Pelit called Armageddon Empires 'A very entertaining turn-based post-apocalyptic strategy game with a lot of tools of war. A gem marred only by clunky UI.'[14]PC Format said it is 'A strategy triumph and a real must-play.[15]

Games for Windows magazine praised the game's blend of collectible card game and board game, while noting that the game lacks a multiplayer mode.[16]

See also[edit]

References[edit]

  1. ^'Cryptic Comet's Website'. Archived from the original on 2 February 2008. Retrieved 2008-01-30.CS1 maint: discouraged parameter (link)
  2. ^'Story so far...' Cryptic Comet. Archived from the original on 15 May 2008. Retrieved 2008-06-15.CS1 maint: discouraged parameter (link)
  3. ^ abGillen, Kieron (2008-01-25). 'King of the Wasteland: Vic Davis Interview'. Rock, Paper, Shotgun.
  4. ^Davis, Vic (2007-10-31). 'Here There Be Monsters'. Cryptic Comet.
  5. ^'Cults of the Wastelands'. Cryptic Comet. Archived from the original on 9 March 2008. Retrieved 2008-03-10.CS1 maint: discouraged parameter (link)
  6. ^Davis, Vic (2008-05-30). 'The Tip of the Spear'. Cryptic Comet.
  7. ^Davis, Vic (2008-07-08). 'Tip of the Spear Update'. Cryptic Comet.
  8. ^Gillen, Kieron (2007-12-19). 'Armageddon Empires Review // PC /// Eurogamer'. Eurogamer.
  9. ^ abStone, Tim (February 2008). Armageddon Empires 'Armageddon a lot of enjoyment out of this'. Line 23-27: Future publishing. p. 75.CS1 maint: location (link)
  10. ^Geryk, Bruce (March 2008). Armageddon Empires 'Quite the gaming revelation'. Ziff Davis Media. p. 68.
  11. ^Paxton, Jerry (2008-02-03). 'Armageddon Empires Review // PC /// GamingShogun'. GamingShogun. Archived from the original on 2008-04-21. Retrieved 2008-02-20.
  12. ^Trotter, Bill (2008-01-18). 'PC Game Review: Armageddon Empires'. The Wargamer. Archived from the original on 2008-03-24. Retrieved 2008-02-05. Armageddon Empires offers the sort of immersive, challenging, dynamic experience we all look for in a 'strategy' game, but seldom find in such depth and completeness.
  13. ^Gillen, Kieron (2007-12-19). 'Armageddon Empires Review // PC /// Eurogamer'. Eurogamer. This is exactly what we play strategy games for
  14. ^Pelit, February 2008
  15. ^PC Format, April 2008, p.112
  16. ^Geryk, Bruce (March 2008). Armageddon Empires 'Quite the gaming revelation'. Ziff Davis Media. p. 68. Verdict: +Brilliant combination of CCG and board game. - No multiplayer.

External links[edit]

Retrieved from 'https://en.wikipedia.org/w/index.php?title=Armageddon_Empires&oldid=990750989'

New Options:

  • Added an additional 'Screenshake' setting: 50%, which is now the default
  • Added the 'Grab Mode' option, which allows you to use the grab button as a toggle rather than holding it

Control Rebinding:

  • Overhauled the control rebinding system, to allow for much more granular and complete rebinding, including menu inputs and more
  • Added a bind for Advanced: Crouch Dash
  • After a 'Crouch Dash' bind is set, a 'Crouch Dash Mode' option will appear. 'Press' mode crouch dashes when the button is pressed. 'Hold' mode crouch dashes when the button is held and a regular dash button is pressed
  • Added binds for Advanced: Directionals for movement- or dashing-only
  • The option to reset all controls to defaults must now be held to confirm
  • Removed the hard-coded Quick Restart shortcut on gamepads (L + R + Start), because it can now conflict with custom rebinds. You can bind a dedicated Quick Restart button to use this feature
  • Control rebinds will be reset to default when you download this update

Pause Buffering:

  • Added 0.1s of input buffering on the Pause input
  • Fixed game timer freezing during unpause (this adds 0.15s IGT to each unpause compared to before)

Physics and Gameplay Changes:

  • Madeline now uses the ducking sprite when crouch dashing
  • Moved the bottom screen kill zone down 4px
  • Fixed a bug where wall jumps from the right side of walls could sometimes not gain the momentum of the wall
  • Fixed MoveBlocks giving inconsistent momentum when moving vertically and being steered horizontally
  • Added a grace period of 0.01s for gaining horizontal boosts off of explosions by holding the direction you will be sent in at the moment of impact. Examples of explosions are bumpers, puffer fish, and respawning seekers. 0.01s is a single frame at 100% game speed, but because explosion impacts freeze the game for 0.1s, this is effectively a 0.1s grace period.
  • Dash corner correction no longer applies if the corner has spikes on top of it
  • Dash jump-thru correction no longer applies if the jump-thru has spikes on top of it
  • Dash correction checks now use the hurtbox rather than the physicsbox
  • Dashes no longer correct below to ground with spikes
  • Fixed squish correction putting Madeline in the ducking state while climbing
  • Increased Madeline's maximum vertical squish wiggle distance so that all previously-survivable crush scenarios should still be survivable, despite the previous fix
  • Fixed squish correction not applying when pushed by fast-moving blocks

Chapter 9 Level Changes:

  • Added a spike to Singular 11
  • Added cracked tiles and indicators to Power Source Hub
  • Added spikes to Power Source 4th Key
  • Added a spike to Event Horizon 9
  • Restructured Determination 8
  • Shifted spikes and electricity, added a refill in Reconciliation 8

Minor Changes:

  • Made Ch3 Master Suite Oshiro idle conversation skippable
  • Keyboard icons will be used instead of Controller icons, if the keyboard was the last device used
  • Reduced High Resolution art asset sizes, as the game doesn't actually draw them at their full resolution. This greatly reduces asset size
  • Removed old Binary save file format from when the game first released
  • Added some visual hints to the Chapter 4 Heart
  • Updated to the latest version of FNA, introducing FNA3D. This means the FNA version can run DirectX on Windows and Metal on Mac
  • Changed the depth of the Chapter 4 white block to be behind Madeline when she enters the room
  • Added '--graphics [DRIVER]' and '--disable-lateswaptear' to FNA command-line arguments, which corresponds with FNA3D_FORCE_DRIVER and FNA3D_DISABLE_LATESWAPTEAR respectively
  • Some minor changes to 3B
  • Small tweaks to 7A flag 11
  • Updated Presented By titlecard
  • Implemented unused Dash Assist aim SFX

Bug Fixes:

  • File Renaming text now respects Photosensitive Mode
  • Fixed 'See Theo' cutscene in Chapter 5 repeating if you leave and re-enter the room
  • Fixed PICO-8 Celeste update-loop inconsistency from the original PICO-8 version
  • Fixed the bird in Farewell flinging you a slightly inconsistent distance after a respawn
  • Fixed XNA crash when moving the game window between monitors
  • Fixed player depth not resetting in Chapter 9 fake heart if you skip at the right time
  • Fixed weird bug in temple ending if you run into the eyeball while holding Theo
  • Fixed Up/Down input repeating bug, where certain applications would cause Celeste to think up/down were constantly being pressed
  • Fixed a few small respawn facing the wrong direction in Ch5 and Ch9
  • Fixed the Chapter Select card graphic being slightly misaligned
  • Fixed Button / Keyboard config menus freezing if opened during the Dash Tutorial in the Prologue
  • Fixed Various PICO-8 Celeste emulation bugs (thanks gonengazit for the detailed notes)
  • Fixed a crash if the Lookout spawns inside an Exit Block
  • Fixed a few missing filler rooms in Ch5 that you could see during room transitions
  • Fixed issue where jumpthrough platforms would show the wrong edge tile if they spawned inside solids
  • Fixed soft lock in Ch5 Cutscene if you save Theo with Dash Assist enabled
  • Fixed Credits soft lock if you have Dash Assist enabled
  • Fixed summit ridge section using resort-style moving wooden platforms
  • Fixed Dream block transition visuals getting stuck if you Skip Cutscene during it
  • Fixed a few small visual errors with decals
  • Fixed threading error with the File Slot graphic which stopped them from becomming visible in rare instances

Changes

  • Fixed movement/dash-only inputs not refreshing on menu close

Changes

  • After a 'Crouch Dash' bind is set, a 'Crouch Dash Mode' option will now appear. 'Press' mode crouch dashes when the button is pressed. 'Hold' mode crouch dashes when the button is held and a regular dash button is pressed
  • Madeline now uses the ducking sprite when crouch dashing
  • Fixed control inversions when using Mirror Mode variant
  • Fixed the 'See Theo' cutscene in Chapter 5 repeating if you re-enter the room

Changes

  • Added 'Invert' Grab Mode - Madeline grabs when the grab button is not held
  • Fixed inconsistency with dash aiming deadzones
  • Fixed being unable to crouch dash out of red bubble dash state
  • Fixed swimming and feather controls using dash-only binds and not movement-only binds

Changes

  • Added Grab Mode option - now you can make the grab button a toggle
  • Added advanced binding options: directionals for movement- and dashing-only
  • Reverted a previous binding priority change that was designed to recreate some specific behavior from pre-beta. The movement- and dashing-only binds should serve that purpose now
  • Reorganized the binding menus a bit
  • The Reset Defaults button on the binding menu must now be held to confirm resetting

Changes

  • Removed hard-coded Quick Restart shortcut on gamepads (L + R + Start) because it interferes with custom bindings now that there is more binding freedom. Now you must bind a specific Quick Restart button to use this feature on gamepads
  • Fixed talk and jump buttons being bound to the same button causing Madeline to jump at the start of every talk-initiated cutscene
  • Fixed simultaneous presses of opposing directional inputs not properly cancelling out when calculating dash aim direction

Changes

  • Fixed demo dash button not triggering rumble
  • Fixed incorrect button overlap behavior for dash aiming
  • Fixed an issue with clearing menu bindings
  • Reorganized menu options slightly
  • Invalid sfx now played if unable to clear a Menu binding

V1.3.3.13 was missing some commits. No changes.


Cause Conflict To Yourself: The Game Mac Os Catalina

Changes

  • Menu buttons (up, down, left, right, confirm, cancel, pause, journal) must each have 1 button/key bind that is unique among all of the menu buttons. If a rebind would break this rule, it will fail and a sound will play. Duplicate menu binds that do not break this rule are now allowed.
  • Updated the bind priority system to work closer to pre-beta
  • Removed menu functionality from the Crouch Dash bind. You can now bind menu down + confirm to get that functionality
  • Binding menu controls now stay onscreen as you scroll down the menu
  • Fixed bug where the Binding menu could be exited when you reset to default controls

Changes

  • Demodash bind is no longer gated behind Cheat Mode
  • Fixed demodash button not skipping cutscene from intro vignette in Prologue
  • LT no longer hides the pause overlay while in the Options menu or Controls config menus
  • Fixed boost bubbles 'storing' the last demodash state
  • Overhauled the controls system to allow for rebinding of menu controls and gamepad directional inputs
    (Note: current bindings will be reset to default when first updated)

Changes

  • Fixed demodash button not triggering boost bubbles
  • Demodash button now selects Retry or Skip Cutscene from the pause menu while paused
  • Demodash button is now bindable from the options menu after Cheat Mode has been activated on any savefile

Changes

  • Increased Madeline's maximum vertical squish wiggle distance so that all previously-survivable crush scenarios should be survivable again
  • Added a bind for DemoDash to the settings file (you must edit the settings file directly, there is no in-game option)
  • Implemented unused Dash Assist aim SFX

Changes

  • Fixed squish correction putting Madeline in the ducking state while climbing
  • Fixed squish correction not applying when pushed by fast-moving blocks
  • Fixed summit ridge section using resort-style moving wooden platforms
  • Fixed Dream block transition visuals getting stuck if you Skip Cutscene during it
  • Fixed a few small visual errors with decals
  • Dash correction checks now use the hurtbox rather than the physicsbox
  • Small tweaks to Summit flag 11

Changes

  • Fixed corner correction on spike walls not working
  • Dashes no longer correct below to ground with spikes
  • File Renaming text respects Photosensitive Mode
  • Updated Presented By titlecard

Changes

  • Reverted ultra changes to pre-beta
  • Added a grace period of 0.01s for gaining horizontal boosts off of explosions by holding the direction you will be sent in at the moment of impact. Examples of explosions are bumpers, puffer fish, and respawning seekers. 0.01s is a single frame at 100% game speed, but because explosion impacts freeze the game for 0.1s, this is effectively a 0.1s grace period.
  • Fixed the bird in Farewell flinging you a slightly inconsistent distance after a respawn
  • Fixed IGT still freezing when unpausing from sub-menus, or from Quick Restart
  • Some minor changes to 3B
  • Quick Restart also has 0.1s of input buffer
  • Fixed PICO-8 Celeste update-loop inconsistency from the original PICO-8 version

Changes

  • Fixed buffered Climb Jumps also keeping momentum from the ultra momentum fix

Changes

  • Experimental: Fixed inconsistent results with jumping during ultras
  • Fixed MoveBlocks giving inconsistent momentum when moving vertically and being steered horizontally
  • Fixed game timer freezing during unpause (this adds 0.15s IGT to each unpause compared to pre-beta)
  • Fixed a bug where wall jumps from the right side of walls could sometimes not gain the momentum of the wall

Changes

  • Fixed stray tile in 7B
  • Fixed a stray spike in Farewell Determination 1
  • Fixed a case where dash corner correction would pop up up above spikes
  • Added '--graphics [DRIVER]' and '--disable-lateswaptear' to FNA command-line arguments, which corresponds with FNA3D_FORCE_DRIVER and FNA3D_DISABLE_LATESWAPTEAR respectively

Bug Fixes

  • Fixed boost typo from last build that doubled boost speed
  • Fixed Credits soft lock if you have Dash Assist enabled

Changes And Additions

  • Reverted the Determination Secret room to pre-beta
  • Changed the depth of the Chapter 4 white block to be behind Madeline when she enters the room
  • Dash corner correction no longer applies if the corner has spikes on top of it
  • Dash jump-thru correction no longer applies if the jump-thru has spikes on top of it
  • Fixed soft lock in Ch5 Cutscene if you save Theo with Dash Assist enabled

Changes And Additions

  • Moved the new spike in Event Horizon 9
  • Reworked Determination Secret a bit
  • Added a falling block to Determination 8, shifted the exit block back
  • Death pit killbox is now 4 pixels lower than before beta (was 8)
  • Removed ridge gate blocks from Power Source Hub, changed numbers to glowing circles

Changes and Additions

  • Added additional Screenshake option, options are now Off / 50% / 100%
  • Made Ch3 Master Suite Oshiro idle conversation skippable
  • Keyboard icons will be used instead of Controller icons, if the keyboard was the last device used.
  • Reduced High Resolution art asset sizes, as the game doesn't actually draw them at their full resolution. This greatly reduces asset size.
  • Removed old Binary save file format from when the game first released.
  • Added 0.1s of input buffering on the Pause input
  • Moved the bottom screen kill zone down 8px
  • Added some visual hints to the Chapter 4 Heart
  • Updated to the latest version of FNA, introducing FNA3D. This means the FNA version can run DirectX on Windows and Metal on Mac.

Chapter 9 Level Changes

  • Added a spike to Singular 11
  • Added cracked tiles and number decals to Power Source Hub
  • Added spikes to Power Source 4th Key
  • Added a spike to Event Horizon 9
  • Secret in Determination 7 no longer requires demodash
  • Redesigned Determination Secret
  • Shifted the exit block forward in Determination 8
  • Shifted spikes and electricity, added a refill in Reconciliation 8
  • Progress Gates in Power Source never closed properly and had the wrong sprite... Now they do.

Bug Fixes

  • Fixed XNA crash when moving the game window between monitors
  • Fixed player depth not resetting in Chapter 9 fake heart if you skip at the right time
  • Fixed weird bug in temple ending if you run into the eyeball while holding Theo
  • Fixed Up/Down input repeating bug, where certain applications would cause Celeste to think up/down were constantly being pressed
  • Fixed a few small respawn facing the wrong direction in Ch5 and Ch9
  • Fixed the Chapter Select card graphic being slightly misaligned
  • Fixed Button / Keyboard config menus freezing if opened during the Dash Tutorial in the Prologue
  • Fixed Various PICO-8 Celeste emulation bugs (thanks gonengazit for the detailed notes)
  • Fixed a crash if the Lookout spawns inside an Exit Block
  • Fixed a few missing filler rooms in Ch5 that you could see during room transitions
  • Fixed issue where jumpthrough platforms would show the wrong edge tile if they spawned inside solids

Changes and Additions

  • Redesigned and reverted some levels in Chapter 9 after community feedback

Changes and Additions

  • Speedrun Timer continues running while using Dash Assist
  • Redesigned and reverted some levels in Chapter 9 after community feedback

Changes and Additions

  • Added Dash Assist to the Assist Mode options (note: not yet localized)
  • Final dialog in Chapter 9 plays after 50 deaths instead of 12
  • Various small level-design changes and fixes throughout Chapter 9

Bug Fixes

  • Fixed Golden Strawberries spawning in Chapter 9 before you have completed it
  • Fixed The File Slot turning Golden when you have 201 Strawberries, instead of 202
  • Fixed bug where the Puffer Fish disappear when they're crushed between walls
  • Fixed bug where exiting a dream block wouldn't always activate wall springs
  • Fixed Spawn bug where the 2nd Checkpoint in Chapter 4 would place you at the wrong position
  • Fixed missing Madeline sprite for when she changes direction when she has no backpack
  • The death warp in Chapter 9 before the Moon Berry only moves Strawberries, which fixes a bug with Keys
  • Fixed a frame-perfect bug with Tween caching which was causing a bug when picking up the Glider or Theo. This potentially also addresses other obscure and rare bugs, like the File Slots not appearing.
  • Fixed a word-wrapping bug in the Journal in Italian
  • Fixed grabbing a Dream-block on-exit when the game is running at high speeds in Variant mode
  • Can no longer hide the HUD in the Farewell ending Cutscene, which caused an empty room to be displayed
  • Fixed the in-game Variants Menu option still having a 'BETA' tag in English
  • macOS: Fixed bug where the main thread wouldn't exit gracefully when quitting the game, causing a crash
  • Linux: Updated SDL FMOD binaries to fix a potential race-condition crash when starting the game

Note: Revised 1.3.0.0 patch notes as it was missing or incorrectly describing some changes.

Please Welcome:

  • Chapter 9: Farewell

Changes & Additions:

  • Small level updates to CH5 and CH6 B-Sides
  • Made in-game Checkpoint icons more visible
  • Updated the visual design of the creature Barriers in Chapter 5
  • Cassette Block visual pattern is slightly different for each color
  • Optimized loading on Consoles to reduce startup time
  • Using Cheat Mode makes Golden Strawberries always available in the C-Sides
  • Added 'Other You' Variant that lets you play as Madeline's reflection
  • Vertical Wind now has a Sound Effect

UI Design Changes:

  • Added a Stamp for collecting 8 Cassettes
  • Added a Stamp for completing Chapter 9
  • Made the 'Full Clear' icon more subtle
  • Added a short hint when 'Return to Map' is selected, to better explain what it does (thanks @0x0ade). It also shows the picture of the furthest checkpoint you've reached.
  • Return to Map and Restart Chapter's sub-menus are no longer titled 'Give Up'
  • Assist Mode description text modified (thanks @halfcoordinated & @Kathy_E_J)
  • Assist Mode, Variant Mode, and Cheat Mode File Slot icons changed from Stamps to Tabs
  • Assist Mode Skip no longer moves the camera to the next chapter before unlocking it
  • Option Menu items don't auto-wrap (must press the up/down button)
  • You can now skip the Overworld Stat tallying by pressing Start / Enter, regardless of the Speedrun Timer mode
  • Changed some Keyboard button images to use icons instead of text, for non-English speakers
  • You can store a 'Default File Name' by holding RT and LT when you Accept on the renaming screen, or by pressing CTRL+S. All new files will then default to the given name.
  • Chapter Timer (IL Timer) no longer hides during cutscenes and visually behaves the same as the File Timer (with the exception of Chapter-Complete, where it will hide after 3s)
  • Removed Full Clear File Stamp

Language Updates:

  • Redid the Japanese Localization (thanks 8-4)
  • Updated the German Localization (thanks shloc)
  • Added a unique Japanese File-Naming screen
  • Added Korean Language
  • Fonts are now only loaded when the language is in-use, instead of always being in memory

Bug Fixes:

  • Fixed rendering red boosters at a floating position, causing small visual bug on some computers
  • Skipping level stat-tally doesn't show a visual effect on stats that are unchanged
  • Fixed upward dash corner push-around not working with the Super Dash Variant
  • Fixed rendering bug where Madeline's dash trail could face the wrong way
  • Fixed bug where the player would play her idle sound effects while using the Lookout
  • If the player name can't be displayed in the current language (ex. it has Japanese characters but the player is now playing in English), it displays her name as 'Madeline' instead of nothing.
  • Fixed bug where you could pause while interacting with the PICO-8 console in Chapter 3. This could cause crashes if you Restart.
  • Fixed bug where 1-UP sound would only play on the first 1-UP. It now plays on each consecutive one.
  • Fixed small background visual bug in Ch1 B-Side where you could see past the bottom
  • Fixed a crash if you die while interacting with a Lookout
  • Fixed bug where you could interact with a Lookout that was a tile above you
  • Fixed soft-lock if you manage to start a screen transition while also interacting with a Lookout
  • Fixed Hazards not always attaching themselves to moving platforms if the hazard also overlapped a wall when entering a level from a save-file.
  • Fixed bug where you weren't always able to grab a dream block as you exit it, if you're playing over 100% game speed.
  • Fixed soft lock if you die on the last frame of collecting a Crystal Heart
  • Fixed conveyor belt ambient sounds in Ch8 not always playing properly
  • Fixed bug where you could lose Strawberries in 2A if you skip the Payphone conversation without collecting them
  • Fixed getting stuck in a wall in Ch5 if you skip a cutscene while Madeline is at a weird height
  • Can no longer wall-jump off invisible screen barriers
  • IL Timer now properly shows more than 24 hours
  • Theo Crystal wouldn't always bounce off red spikes due to a float precision error on some operating systems / versions of the game
  • Fixed bug in Chapter 2 where you could miss the Instagram Filter if you left and re-entered the room between conversations
  • Fixed bug where the Prologue bridge would keep rumbling in Assist Mode if you let the bridge fully collapse
  • Fixed bug where the Pause menu wouldn't scroll or fade properly if you pause during the slow-motion section of the Prologue
  • Fixed various Sound fade-in bugs with Chapter 8 Conveyor Belts and Fireballs

Changes and Additions

  • Rolled back holdable regrab delay as it wasn't meant to affect current strats (0.25s -> 0.10s)

Changes and Additions

  • C-Side Chapter rebalancing
  • The Prologue Dash cutscene is skippable
  • Options menus with more than 2 items now wraps
  • If the Speedrun timer is on, stat-tally after returning to the map is skipped
  • Increased the delay after you release a holdable item before you can pick it up again (0.10s -> 0.25s)

Bug Fixes

  • Fixed negative floating-number parsing in some rare places if the user has a different OS region set
  • Theo Crystal interacts with side-springs properly
  • Keys interact properly with multiple nearby Lock-Blocks (ex. can't unlock more than one)

Changes and Additions

  • Added 'Community' Section to the Game Credits
  • Added Version Number to Epilogue screen when Speedrun Timer is enabled

Bug Fixes

  • More Hiccup behavior fixes
  • Fixed Shorthops being impossible while Hiccups Variant is enabled
  • Hiccups randomization is now seeded based on level

Changes and Additions

  • Rolled back dash cooldown change (cooldown is back to 0.20s)
  • Hiccup interval is now randomized from 0.12-0.18s and causes rumble
  • The player-controlled Seeker now obeys the Invisible Motion variant

Bug Fixes

  • Fixes some bugs with hiccups triggering during uninteruptable actions, and playing sounds incorrectly
  • Fixed a missing spawn point in a 1-B level

Bug Fixes

  • Fixed being able to get ultra speed from mashing down-diagonal dashes on flat ground
  • Fixed not being able to Super Wall Jump at the end of a Super Dash, with the Super Dashing variant enabled

Changes and Additions

  • Added Variants Mode! A collection of special options to change the rules of the game, unlocked after completing the C-Sides. Activate Variants Mode on the File Select menu
  • Reduced the dash cooldown, ie the time after dashing before you can regain your dash (0.20s -> 0.15s)
  • When playing with the speedrun clock enabled, Chapter Complete screens will now show the Variant or Assist mode stamps if they are active, as well as the version number
  • Spikes on rhythm blocks are now visible even when the block is inactive, and are colored to match the block
  • Removed an invisible ceiling from a level near the end of Core A-Side
  • The player can now press the grab button to trigger blocks (such as falling blocks or zip movers) that are beside them, even if they are out of stamina or the No Grabbing Variant is enabled

Bug Fixes

  • Fixed a bug where Madeline would keep the 'running against wind' animation after wind has stopped

Changes and Additions

  • Reverted strawberry change from patch 1.2.4.0

Changes and Additions

  • Collecting a Red or Gold Heart now stops the File Timer so players don't have to 'Return to Map' on B and C Sides to save time.
  • Chapter 4 early Strawberry level design fix

Bug Fixes

  • Hitting two 'back' keys at once no longer resumes the game without closing the menu (known as 'menu storage')
  • Spinning Spikes had an internal error with their starting direction that is now fixed (has no effect on official Celeste levels)
  • Fixed Missing Chapter 4 B-Side Checkpoint marker in the level background

Bug Fixes

  • When dashing with a Red Bubble, the player direction is now set to the direction of the dash
  • Fixed soft-lock in Chapter 8 B-Side

Bug Fixes

  • Fixed being able to super wall jump off of any wall with horizontal spikes
  • Fixed a crash if you die before the Chapter 6 Boss introduction cutscene starts

Changes and Additions

  • Seeker respawn explosions can now trigger touch switches
  • Added 1 pixel (4->5) to distance player will wiggle to avoid bonking on a ceiling corner, but only when she is dashing straight upward
  • Added 2 pixels (3->5) to maximum distance from a wall that the player can wall jump, but only when she is dashing straight upward
  • Journal can now always be opened in Cheat Mode, even if no Chapter A-Side has been completed
  • Beating a chapter with all collectibles should always now register a full clear, even if you didn't start from the beginning (but you will still need to start from the beginning to register speedrun times)

Changes and Additions

  • Strawberries now automatically collect if you complete a chapter and skip the cutscene before their collect animation plays
  • Increased a Chapter 1 level's ceiling by 1 tile (first level right of the first checkpoint)

Bug Fixes

  • Skipping Chapter 6 intro cutscene while the picture is open now properly closes the picture
  • Fixed a textbox occasionally appearing over the Epilogue picture if the cutscene is skipped
  • Some Chapter 7 B-Side jumpthrough platforms had the wrong texture
  • Ice Blocks in Chapter 8 sometimes moved in the wrong direction if you buffer climb jumped off them
  • Potential fix to 'Default Particle' sometimes being 2px big instead of 1px if the graphics device was reset

Changes and Additions

Mac
  • You can now perform a climb jump from the Dash state, just like from the Normal state
  • Made minor changes to spike positions in Chapter 7 C-Side
  • Made the Speedrun Timer always use the English font. Increased size of Milliseconds from 0.5 scale to 0.7
  • Dashing upward diagonally doesn't have frame delay before you can super jump
  • You can now hyper jump from coyote time
  • Some small detailing changes to Chapters 7 and 8
  • Removed 'Inactive Sleep Time' so that the game doesn't reduce framerate when unfocused
  • On Desktop, Backups are now saved into their own folder and not stored on the Steam Cloud
  • If the game is unable to write to the save file, it adds the exception to the error_log.txt
  • Added an option into the Settings file to allow users to turn on 'FMOD Live Update', for when the FMOD Studio project is released

Bug Fixes

  • Fixed some player spawn locations in Chapter 5 B-Side, Chapter 7, and Chapter 3 C-Side
  • Fixed bug where you could only have 15 strawberries following you at once
  • Falling Blocks now start falling again if the object they land on also falls or breaks
  • Chapter Timer doesn't start until after the beginning cutscene is over
  • Fixed bug with Mountain Vertex Buffer being disposed at an incorrect time
  • Can no longer get stuck inside the floor of the Chapter 5 Mirror Curtain
  • Fixed crash during the Feather minigame if your monitor was larger than 4096px
  • Fixed missing invisible barrier in Chapter 5 B-Side
  • Fixed perfectly-buffered hyper jumps counting as super jumps
  • Fixed wall jump taking precendence over hyper jump
  • Pushing Animation didn't have step sound effects
  • Fixed bug where if you started a new file in Russian, and then switched your langauge back to English, the player's name would no longer draw
  • Fixed where if you moved too quickly into an adjacent room with a Temple Gate, the gate could close on you
  • Fixed some typo's in Simplified Chinese
  • Fixed bug where the achromatic aberration effect was only applied if 'Photosensitive Mode' was turned on

Changes and Additions

  • Breaking Change: The Chapter timer no longer pauses during deaths, cutscenes, and in-game menus. Previously it was possible to exploit the timer by retrying on some screen transitions, which we didn't feel was a fun way to play. Unfortunately due to this change Speedrun times for single-chapters will be cleared. We decided it was best to make this change now while the game is still early in its speedrun life.
  • Menu text does not flash when selected if Photosensitive Mode is enabled
  • Quick Restart hint only displays if you go to it through the Menu
  • Assist Mode speed option no longer affects the game speed during player deaths or cutscenes

Bug Fixes

  • Fixed thread loading bug for the Chapter 7 intro vignette
  • Fixed rare division by 0 which caused the player speed to be NaN, resulting in a crash when wall-jumping
  • Fixed Madeline's hair being the wrong color on the Mountain Overworld when you exit Chapter 7, The Epilogue, or Chapter 8

Changes and Additions

Options Changes

  • Added an option to disable screen shake
  • Rumble strength can now be adjusted to “100%”, “50%”, or “OFF”
  • Assist Mode can now always be toggled on and off from the file select menu
  • Progress page in the Journal now shows total time played, instead of sum of chapters (so it includes the Prologue and Epilogue time, same as the file select menu)
  • Added a “Quick Restart” function, for faster Chapter Restarts. Hold both shoulder buttons and press the pause button on controllers, or press R on keyboard.

Speedrun Timer

  • Timer is no longer hidden during player death
  • Timer stays paused during Chapter 7 flying sequences
  • Added a new Timer mode that shows your File time. This also displays file time on Chapter Complete screens
  • Credits and Epilogue Complete Screen no longer count towards File Time

General

  • You can now skip the intro credits on the Desktop version of the game, though a loading icon will be displayed until the game is ready
  • Reduced hitstun time when collecting a refill gem (0.10s -> 0.05s)
  • Reduced the time you have to duck on the white block in Chapter 4 to activate it
  • The giant eyeball shockwaves no longer push Madeline while she is dashing
  • Added milliseconds to file select playtime display
  • Golden Strawberries now collect immediately when the Chapter is considered Completed
  • Assist Mode speed no longer affects Cutscenes or Deaths

Level changes

Cause Conflict To Yourself: The Game Mac Os 7

  • Prevented a lame unintentional skip in the last level of Chapter 7 C-Side
  • Fixed some camera issues in Chapter 2 C-Side
  • Rebalanced Chapter 5 C-Side
  • Added a glowing light to the exit in the last Badeline chase level of Chapter 2
  • Made adjustments to some levels to finetune difficulty
  • Made adjustments to some level decorations to improve readability

Cutscene changes

  • Made more use of Madeline’s startled animation (ex. When she first meets Mr. Oshiro)
  • Made timing adjustments in Chapter 6 old lady cutscene, for comedic effect
  • Skipping the 2nd cutscene in Chapter 6 puts you directly to the Lake checkpoint

Player Physics

  • Increased the maximum distance that Madeline will shift to avoid solids when exiting a Dream Block (4 pixels -> 5 pixels)
  • Changes to explode-launching Madeline (caused by Bumpers and Seeker respawn shockwaves):
    • Previously, Madeline’s x-axis launch speed was multiplied by 1.2 if her x-axis input was neutral or in the same direction as the launch at the moment of impact.
    • Neutral inputs will no longer grant the launch speed bonus. X-axis input must now be in the same direction as the launch at the moment of impact.

Bug Fixes

Fixed several issues with checkpoint polaroid UI:

Cause Conflict To Yourself: The Game Mac Os X

  • Chapters 1 and 6 cassettes were listed under the wrong polaroids
  • Chapter 8 cassette was not listed under any polaroid

Localization Fixes

  • Fixed dialog typos in Chapters 1 and 3, in Japanese
  • Fixed capitalization on German and Russian language titles
  • Fixed Assist Mode On/Off text being inverted in Brazilian Portuguese

Cutscene Fixes

  • Fixed Mr. Oshiro sometimes letting you talk to him on the wrong side, making the dialog portraits inaccurate in Chapter 3
  • Fixed missing dialog cue in Chapter 6 campfire cutscene
  • Madeline now faces the right way if she interacts with Theo’s phone from the left side in Chapter 5
  • Fixed a crash in Chapter 5 if you die on a red crystal before the cutscene with Theo begins
  • Fixed soft-lock while talking in Chapter 8, if you transition back and forth between rooms before starting a conversation
  • Fixed bug where you could use joystick input to move Madeline during a Theo Crystal cutscene in Chapter 5
  • Fixed several frame-perfect crashes when skipping cutscenes
  • Save & Quit is no longer available during the falling cutscene in Chapter 6
  • Can no longer Save & Quit during the Epilogue cutscene
  • Fixed skipping Mr. Oshiro’s rooftop transformation cutscene on the first frame spawning you inside Angry Mr. Oshiro

Level Fixes

  • Fixed camera trigger issues in Chapter 5
  • Fixed several screen transition soft lock bugs
  • Fixed several missing player spawn points, which caused the player to respawn in the wrong place on death if they entered rooms from unexpected places
  • Fixed several cases where you could be forced to restart from the previous checkpoint in Chapter 8
  • Fixed several cases where you could stand on the bottoms of levels where you should fall and die
  • Fixed several cases where you could see outside the bounds of the area during screen transitions
  • Fixed some weird background decal stuff
  • Some tiles in Chapter 2 did not appear correctly if entered from the right of the level
  • Fixed a case where selecting Retry or Save & Quit in a Chapter 7 level spawned you inside a Lock Block
  • Fixed a wild bug involving pushing yourself through a one-way platform with a falling block into a buggy screen transition

Cause Conflict To Yourself: The Game Mac Os Download

Strawberry Seed Fixes

  • Fixed collection animation not cancelling the combine sound effect
  • Fixed seeds not using their ghostly sprite when you have collected them in a previous run

Golden Strawberry Fixes

  • Fixed collecting a Golden Strawberry not always counting as a 0 death run in some specific levels (Chapter 6, Chapter 8-C)
  • Collecting the Golden Strawberry in Chapter 6 now appears properly in the Journal
  • Dying with a Golden Strawberry in Chapter 7 now resets the music properly

UI Fixes

  • In the Journal, Chapter 6 displays “1 / 0” for strawberries after you get the Golden Strawberry, instead of just “1”
  • Fixed pressing confirm on the “PICO-8 unlocked!” message sometimes re-opening PICO-8
  • Fixed Speedrun Timer incorrectly reporting a “best time” if you restart a chapter before the complete screen and complete it again.
  • Fixed Journal losing input functionality if you close it while moving a Crystal Heart poem entry

Other Fixes

Conflict
  • The falling cutscene in Chapter 6 no longer registers the Hollows checkpoint
  • Fixed clouds visually glitching if you pause while they are scaled up or down
  • Fixed a frame-perfect crash bug with the Sandwich Lava at the end of Chaper 8
  • Bounce Blocks in Chapter 8 are no longer tagged as safe ground
  • Fixed a crash if you collected a Crystal Heart and your monitor was larger than 4096px
  • Fixed buffered dream-jumps automatically gaining full jump height, regardless of whether the player held the jump button
  • Fixed Madeline warping bug when she climb hops onto an Arrow Block at the same moment that it is destroyed
  • Fixed Madeline retaining the Bubble Booster state after being bounced out of a Bubble Booster
  • Fixed Madeline Bubble Boosters clipping Madeline through solids in some rare cases
  • Fixed bug where Celeste Mountain would not draw in the Overworld
  • Fixed a crash when activating the giant Crush Block from the left side
  • Restarting in the first room of the last checkpoint of Chapter 7 no longer sets the speedrun timer to 0 if you have hit other checkpoints

Console-Specific Fixes

  • [Switch] Fixed random crashes on Chapter Complete
  • [Switch] Fixed flickering with the northern lights and some reflections
  • [PS4] Fixed audio stuttering in Chapter 3 that eventually leads to a crash
  • [XBOX] Fixed a menu flickering bug

Initial Release