Open Nectar 1.1.1 — Switch controls, mouse menus and a faster renderer
Play with the Pikmin on Switch control layout, aim the cursor with the right
stick, click your way through every Pikmin 1 menu, and get a noticeably
lighter renderer in both games. Plus Pikmin 2 randomizer and controller
fixes. Saves, settings, texture packs and maps carry over.
Updating: press Update in your launcher. On Android, install the new
APK over the old one. Do not uninstall first, or your data is lost.
New: Switch controller layout (both games)
F1 > Controls > Controller Layout now offers GameCube or Switch.
Switch follows Pikmin 1 + 2 on Switch:
- Right stick turns the camera (no Free Camera needed); flick it up or down
to change the camera height. - L + right stick swarms, ZL faces forward, ZR zooms, right-stick click lies
down. - Pikmin 2: Y switches captain, R changes Pikmin type.
Pikmin 1: R changes colour, Y is Bomb Control. - With the Lock-On or Charge mods, ZL also locks on and the swarm button
charges.
Buttons you reassigned yourself always win.
New: controller options
- Controller Guide page in F1 > Controls: every controller action,
grouped by topic, built live from your layout, bindings and mods. - Right Stick Aim (Off / Hold button / Always) moves the cursor with the
right stick, with its own sensitivity setting. - New bindable actions: Swarm with right stick (hold), Lie down and
Aim cursor with right stick (hold). - Any controller binding can now be set to None (Delete clears it).
- While a controller is connected, the game uses Classic controls (the
cursor follows the stick). Unplug it and your saved control scheme comes
back.
New: Free Camera "Face Forward Aims At" (both games)
In F1 > Camera, with Free Camera on: Captain (as before) or Cursor,
so L turns the camera towards the cursor like the original game.
New: mouse in Pikmin 1 menus
The title screen, main menu, save cards, Options, pause, world map,
challenge courses, VS lobby and rules, and Yes/No dialogs all take mouse
clicks, with a hand cursor over anything clickable. Right click backs out
wherever B does, and on-screen button prompts can be clicked. The pointer
is only captured during a level in Mouse Cursor mode.
Touch (Android)
- New Swarm button (tap to swarm towards the cursor, drag to steer) and
Lie down button.
Performance
- Much less work per frame on the GPU driver in both games (each shader
keeps its own uniform cache). Pikmin 1 spent about a third of its frame
time here. - New 3D Resolution option Original (GameCube, 480p), now the default.
Higher resolutions are still available in F1 > Graphics. - Windows: memory checks are cached, removing thousands of system calls per
frame. Linux and Android read them faster too. - Pikmin 2: removed leftover debug readbacks that stalled the GPU on the
cave map screen (#200). - Lighter audio volume ramps.
Fixes
- Pikmin 2 randomizer: a Volatile Dweevil killed while it was holding
its bomb now drops the treasure it was given (#220). - Pikmin 2 randomizer: a sublevel with a randomized boss keeps its cave
music and no longer gives the boss away (#219). - Pikmin 2: fast mouse clicks now throw (#165).
- Pikmin 2: controllers SDL can't map are now logged, to help with
controllers that aren't detected (#213). - Pikmin 1: sprouts land like on GameCube again at 30 FPS, including
on steep walls. - Pikmin 1 local co-op: Pikmin and captain head turns no longer run
twice per tick in split screen. - Pikmin 1: captain preview cards no longer animate too fast.