The following is an archive of existing changelogs/release posts previously published on the Mixolumia Discord
Mixolumia: Tournament Edition V1 Release (070924)
After a couple of months of changes & bug-fixes I'm pleased to finally release V1 of my competitive mod for Mixolumia. This mod requires the Itch version of Mixolumia to work & needs to be downgraded to version 1.2.5i
Main Features
- Changes to randomiser to allow for seedable games
- Locked game logic to framerate, allowing for more accurate timing
- Modified/New Gamemodes
The game does not save data between play sessions. This is to ensure that the main leaderboards aren't affected. A fresh save file is highly recommended to accurately display session PB's
Full Change Log
Core Game
- Game no longer skips frames when lower than 60fps
- Game resets block deck & queue at start of each game
Game-Modes
- Marathon is now Practice mode
- Clear 450 blocks at a player-defined level
- Endless is now Endless TE
- Game speed progresses through Impossible levels beyond level 15
- Game speed progresses beyond Impossible levels after level 30
- Clear delay is progressively reduced after level 45
- Rush is now Pro-Rush
- Cascades are resolved immediately (i.e. blocks move every frame)
- Game speed resets at the end for final cascade
- Blitz
- True Time-Attack Mode. Sonic-Drop, instant cascades, time stops on final clear
Tournament Mode Options
- (Game Options) Precise timer now swaps between milliseconds/frames (milliseconds by default)
- (Effect Options) Particle option is now a slider that adjusts the intensity of clear particles
- (Control Options) Movement Speed options show DAS frequency & added 2 new movement speed options
- Added Seed options (Random/Fixed) as well as ability to adjust fixed seed value
- Added option to set Practice mode's starting level (up to 65). If set below 15, levels will progress like traditional marathon
- Added option to play Practice mode with hidden blocks
- Added settings to adjust the start & end level of Endless TE
- Start Levels
- 0 (Vanilla)
- 9 (TE Default)
- 14 (Intense)
- 19 (Impossible)
- 29 (Impossible Max)
- End Levels
- 30 (Impossible Clear)
- 45 (Extra Clear)
- 60 (Ultra Clear)
- 65 (Max Level)
- Off
- Tournament Mode Toggle
- Restricts movement speed to vanilla options
- Enables end level cap for Endless TE
Gameplay Visual Changes
- Displays a notification at game-start showing currently playing music pack
- Speedometer: Displays speed as Drops Per Minute (both live & game-average)
- Added clear notifs displaying clear size & score for said clear
- Added checkpoint notifs displaying stats for reaching milestones in Endless TE (levels 15, 30, 45, 60, 65)
- Impossible's invisible effect adjusted to transparent hollow blocks, allowing for easier viewing of the stack (described as hidden)
Mixolumia: Tournament Edition V2 Release (141124)
- New Game-modes; Master & Cataclysm
- Bug Fixes
Full Change Log
Core Game
- Save/config files are now saved in TEprofiles
When you first launch V2 you won’t find any existing vanilla/V1 saves as a result
- Save file “hash” has been altered
While not tested, it’s my hope that this might prevent V2 save files from being read/written by Vanilla Mixolumia. No save functionality has been restored as of this version (i.e. still current session data only)
- Vertical menus now loop properly
(thanks Wakk for the suggestion)
- Credits
- Increased default scroll speed
- Added TE credits to reflect added resources
- Fixed graphical bug with the seed selection menu
- Game-Mode/End-Game Screen
- Changed font-type for session best to Font0 (m5x7)
- Blitz logo changed to the Impossible Speedrun leaderboard Icon
- Movement speed settings are saved at game start & restored when a game is finished
Game-Modes
- New game-mode: Master Mode
- Inspired by Tetris: The Grand Master, climb the ranks to achieve the Grand Master title & beyond…
- New game-mode: Cataclysm
- Similar to TGM’s T.A. Death, play as fast as you can in the most demanding speeds available. Unlocked by scoring 1.25M in Master
Master/Cataclysm Mode
Most of the details were already posted on my socials. For a rundown of these modes, you can read this thread https://bsky.app/profile/did:plc:x4covl6xlhe6rev2ehza3d4g/post/3lagzjag2g52w Changes not listed in the thread:
- Scoring logic has been adjusted to reduce volatility while also rewarding speed
High-level scoring in Mixolumia, while consistent in terms of execution & strategy, has always had an element of luck that I personally haven’t been a fan of & why I focused most of my time on Time Attack Scoring in Mixolumia is broken down into 3 parts
- Base Clear Score
- Level Multiplier
- Combo Multiplier (this is unchanged)
The base value of a clear is 100 X (#blocks - 2)^2 (3 clear = 1^2, 4 clear = 2^2, 5 clear = 3^2, etc). This means that a single extra block in a super-large clear can be game-defining & are much more drastic than at lower-clears (e.g. a 22 block clear of 40,000 vs a 23 block clear of 44,100). To reduce this volatility in Master/Cataclysm, there is a hard cap at 10 blocks cleared, meaning the largest base score is 6,400
Level multiplier has been replaced in with a speed multiplier which is based on your live speedometer. This multi is half your current speed / 10 & is capped at 4x by default at 80 DPS. By meeting speed requirements, you can raise this cap by .2 per requirement, up to 6x at 120 DPS (though I haven’t reached that speed outside of blitz). To compensate for the speedometer dropping during the course of a cascade, you’re rewarded an extra .1x for each block cleared - 2 for that clear (e.g. a 9 clear at 56 DPS = 2.8x + 0.7x = 3.5x). Unlike base score, this is uncapped & can push the multiplier above the multiplier cap, meaning that super-large clears are still rewarded, just not as drastically as in Vanilla game-modes
Overall the aim of these changes are to promote & reward consistent high-level play at speed, similar to how TGM rewards fast & clean play
- Movement speed will be forcibly changed at certain internal levels
Specifically:
- Inhuman (30hz) at lvl 1900
- TAS (60hz) at lvl 3000
While I initially wanted the game-mode to play well with vanilla settings, quite frankly the higher drop speeds are almost unplayable without them. This is more apparent in Cataclysm where the initial starting level is 2000
- Sound effects added to indicate grade promotion & level transition
Gameplay Changes
- Master/Cataclysm: Grades displayed on-screen. Graphics are unique & aren’t affected by colour palette
- Speedometer: Fixed a bug where the live speedometer would display -nan(ind) during fade-in/countdown
- Audible “Ready…Go” during the countdown