- Greatly improved Steam integration
- Added 19 achievements - for per-chapter milestons and for completing various challenges.
- Enabled syncing of save files via Steam Cloud.
- Sensors now act sensibly when directed through a portal that's controlled by another sensor.
- Saves are now named by default “Save 1”, “Save 2”, ... instead of “save0”, “save1”, ...
- Lowered music volume for better balance at default settings.
- Made main menu textures look smoother.
- Rearranged the chapters in the campaign.
- Added paths in the chapter “Intermezzo”
- Added a new level “Supersonic Rotator” in “Advanced Dynamics”
- If an erroneous output occurs, the quota turns red even if it's already at zero.
- Copycat's description no longer has “red” and “blue” switched.
- Fixed a rare fatal bug involving portals.
- Added a significant amount of (optional) content prior to the introduction of sensors, including a new optional chapter “Elementary Physics”.
- New levels: “Joinery”, “Matryoshka”, “Puzzle Box”, “Cannery”, “T Square”, “Butterflies”, “Separator II”, “Separator III”, “Box Folder”
- Removed two weak levels from Practicum: “Trident” and “Assembly”
- Added a set of cursors to differentiate between different tools.
- Items on toolbar can now be reassigned by right clicking on them and then selecting a new occupant for that toolbar slot.
- Added a Linux build for Steam.
- Pressing “Escape” from the main menu or level select menu will now immediately exit the game.
- A notification is shown to the player when new chapters or levels are unlocked.
- There is now a short fade to black between the level select screen and the game proper.
- Added icons for “select” and “resize” in game menu.
- Added a new graphics effect to show how portals transform inputs.
- The level “Separator” produces blocks at a slower rate.
- The game's mechanism for detecting modifications to Campaign files no longer thinks everything is modded :-).
- Added achievements, which add new challenges on top of existing puzzles.
- ...There are about 10 achievements scattered through the game, each of which hopefully offers a significantly new puzzle experience. (More to come)
- Added a modding API. (Documentation: here)
- Interactions now display colored squares to show where they will replace objects or why they can't be done.
- If placing a portal input or output fails, the state of the interaction does not advance; failing to place an input will not allow you to place an output and failing to place an output will not forget your input.
- The “cut” interaction no longer tries to recreate joints through the boundary of the cut rectangle.
- No part of the interface renders on top of the exit screen anymore.
- Added seven new levels...
- New leves “Zebra”, “Fish”, “Porthole”, and “Quilt” in a new chapter “Patterns”.
- A new level “Zebra” in Assembly III
- Two new levels “Orientation Duplication” and “Count” in Digitalia
- Major improvements to info panels...
- Info panels can now include images, either rendered by the game or loaded from the disk.
- All info panels have been updated to use the new system, including example input/output pairs where relevant.
- Added particle effects for welders & an effect for when a block is accepted.
- Resizes can now be done both above or below inputs and outputs; inputs and outputs are no longer fixed to top/bottom of stage.
- When two disconnected pieces are welded, all faces between the pieces are now welded, not just the one in front of the welder.
- When relinking portals, only runs of welded portals are considered.
- Fixed fatal bug that had a chance of occurring every time a motor is deleted.
- The load position is saved even when the game exits via an exit signal sent to the window.
- Trying to save a region containing a portal for use in Lua no longer causes a crash.
- When two pieces are welded to two adjacent pistons, the shading no longer changes depending on whether piston is extended.
- Portals are no longer slightly transparent on colored face.
- Fixed various graphical artifacts on MacOS.
- The tutorial has been entirely replaced...
- Tutorial text is much larger, much more prominent, and far less wordy.
- During tutorials, the user will be prevented from making mistakes, to avoid difficult cleanups.
- Several new easy levels have been added prior to Practicum.
- Much nicer rendering of tutorial information.
- New tutorials for some features added in v0.0.1 (e.g. portal relinking).
- Replaced the resize interface with a simple too for inserting or deleting columns or rows. Resizes can be undone with Z now.
- All blocks can be painted. Currently, painting is accomplished by selecting the place basic block tool multiple times then clicking on an existing block. This interface will likely change in the future.
- Added “Next Level” button to top of victory menu.
- Users can zoom out at least far enough so that they see the whole stage and the menu does not overlap the stage - regardless of aspect ratios.
- The game now opens to wherever it was closed from.
- Magnets are now significantly stronger than pistons.
- Extra images can now be loaded from a level's folder
- Portals which are joined are shaded to look flat on the portal side, even when not physically joined.
- Piston arms are not shaded.
- Beams of welders, sensors, and magnets are brighter.
- Fixed fatal error when a piston arm was welded by a welder.
- When a region is selected...
- X cuts the region and allows it to be placed elsewhere - maintaining all portal linkages and electrical connections.
- C copies it. (Used to be D)
- Delete deletes it
- Selecting the welding tool welds everything selected
- Added undo history for all interactions except resizing (which clears the history). Undo is “Z”
- Added fast replace: anything can replace a blank block and an individually placed blank block can replace anything. Joints are preserved.
- If the user clicks on an orphaned portal while using the portal placement tool and not having selected some other starting point, they will be prompted to replace the missing end of the orphaned portal.
- Four new levels - three in an early world, using restricted sets of electrical components. One new in Nortalvania.
- There is a setting to enable/disable fullscreen mode.
- Pins can be deleted by clicking on them again with the pin tool open.
- Space bar now starts/stops the simulation.
- Clicking and dragging while placing single blocks now produces a connected series of block.
- Basic blocks can be placed in light, dark, and striped styles. The selection can be changed by activating the basic block tool (either via menu or key shortcut) again when it is already open.
- Added zoom in/out buttons in the top right (in addition to mouse wheel scrolling)
- A ghost is shown for the pin placement interaction
- Added a sandbox level
- Portals show whether they are merged with adjacent portals.
- Orphaned portals show a different symbol than portals that are connected but electrically deactivated.
- The first time a user spends 30 seconds simulating a given level at x1 speed, a hint will be displayed telling them about speed controls (can be disabled with the “Interface Hints” setting)
- Input and output signals now have a neutral background, higher opacity, and a fading in/out effect
- “Return to Main Menu” is renamed “Return to Map”
- “Motor” is renamed “Piston”
- Windows version now requests to use high performance GPU when one is available.
- “Building Bridges” no longer falsely claims that your bridge is falling.
- Keyboard shortcuts no longer allow interactions that cannot be accessed from the menu
- Fixed fatal error when deleting a motor next to a portal.
- Fixed “Nodes” showing an incorrect message while playing.