Player indicators will no longer appear when there is only one player.
Fixed an issue that prevented the player from entering the portal in Duat.
"The Full Spelunky" achievement is now unlocked properly in all situations - it should unlock retroactively for players that should have it unlocked but haven't.
Patch Notes: v1.27
Cross-play with other platforms will only become available after the other platforms are using v1.27
Added back cross-play leaderboard filter.
Improved clock syncing to be as unobtrusive as possible (may fail to become unobtrusive very rarely) while still syncing properly 98%+ of the time.
1.26 Released!
ːspel2caveːːspel2caveːːspel2caveːːspel2caveːːgoldidolː I'm very happy to announce that with the release of v1.26, we've reached a big milestone with Spelunky 2's online multiplayer. You can now play Spelunky 2 online, with friends or random players, in Adventure Mode or Arena Mode, and now... between all available platforms (Steam, PS4/PS5, XB1/XBX, Switch) through cross-play! With that, I feel like all of our major goals for online multiplayer have been met, but to be clear, we will still be monitoring social channels for feedback and plan on making further improvements to the Spelunky 2 online experience.
Shout out to BlitWorks for their tireless efforts to make this possible!
As Always, Thanks For Your Patience
We really appreciate that so many players have stuck with us as we worked on online multiplayer. Trust me when I say that we always feel frustrated ourselves when something doesn't work as planned or we're forced to delay a release. I wanted to spend a little time explaining why the delays have been so long, for those that are interested. If you're not, just accept my apologies and my gratitude and then feel free to skip to the next section! ːspel2cavelː
I think I've said this before, but it bears repeating that Spelunky 2 is pretty complex for online multiplayer, despite "just" being a 2d platformer. At it's worst (for online, I mean!), there are four players running around a double-layered level with destructible terrain, liquid simulation, and high interactivity, where nothing in the level can be disabled temporarily, even when it's out of view. On top of that, it's a fairly fast-paced and detailed arcade-style game. So there's a lot to keep track of at any given moment.
Being multiplatform also adds many challenges - not just technical ones (and those are significant, of course), but also communication ones. Often, resolving a problem, even if it seems minor, can take days or weeks as people communicate back and forth across different companies, departments, languages, and time zones. Every platform has its own unique way of handling things, so getting everything lined up is tricky. This was particularly true for cross-play.
That being said, you may wonder why we don't simply take all of this into account when we give our release date estimates and pad them out more? The truth is that when we give our estimates, those are our actual internal estimates, and it may seem hard to believe, but we do pad them out! So those dates are the dates we're genuinely aiming for, with confidence. Game development is so hard to predict, though, and a lot of times it's not one thing, but many things that add up, and X gets delayed long enough that suddenly Y takes priority. And then Y has its own unforeseen delays, etc.
So it's tough - we need to be optimistic and ambitious to get these things done, and we want to let you know what we're thinking and planning, but it doesn't often line up perfectly. Some developers adopt a "when it's done" attitude, which makes sense, but can be frustrating for players in a different way. For me, personally, I've been thinking about how to handle release dates in the future, and I'd like to continue giving estimates, but probably less frequently, and definitely with a more neutral (i.e. less excited) tone and some clear warnings that they are estimates only and players should only purchase the game as-is.
FAQ
Are you planning more updates after this one? As I said above, yes! Our next steps are to collect feedback and continue improving the online experience now that the basic features are all in place.
Will you add more singleplayer content? No, our focus will continue to be on multiplayer and online. That's a personal preference for me as a creator, to try and preserve the singleplayer experience as much as possible after release. Of course, fixing bugs and any game-breaking problems is still on the table (although "game-breaking" is open to interpretation haha).
It's taking a long time to sync between levels when I'm playing online now! Sorry about that. It's part of our ongoing quest to create a smooth experience between players on systems that are very different in terms of power (including within Steam). From the feedback we've already gotten about 1.26, some players are having a much better experience online, while other players that were able to play fine before are now having to deal with the syncs. We'd like to start by releasing a workaround for the latter group ASAP and go from there.
If you have further questions, please let us know! Happy Spelunky-ing! ːspel2ankhː
1.26 Patch Notes
(Courtesy of NW*DD!)
Added missing developers and QA to credits
Network synchronization improvements
Schrödinger's ushabti when playing Daily Challenge
Server-side latency improvements for low-latency sessions
Steam/XB1/XBX/Switch players can now cross-play with PS4/PS5 players
Fixed abrupt rollbacks when a player disconnects from the game
Fixed input replayed on a client's new game after a host leaves the game
Fixed multiple desyncs in Arena Mode that led to playing different arenas
Fixed multiple crashes and a deadlock that could happen when playing online
Fixed multiple desyncs in Volcana that caused different world generation
Addressed clock-drifting due to heterogeneous hardware performance in loading screens through bound deterministic clock sync
Fixed multiple issues that happened when completing the game when playing online
Fixed constellations
Known issues introduced with this patch:
Player gating of players playing with old builds is not in place, sessions with mismatched versions will cause frag on sync.
"Cross-Play" filter on leaderboards is not present on Steam
Patch Notes: v1.25.2d
Multiples fixes to determinism (crt, stl, physics, prng, ai & general game logic) when playing in cross-platform scenarios.
Steam and Switch should now be able to play with players using Xbox-Live platforms (PC/XB1/XBS).
Single-region matchmaking for PC/Switch as to avoid current long queue times.
Fixed a crash that could happen when playing online.
Patch Notes: v1.25.2d
Multiples fixes to determinism (crt, stl, physics, prng, ai & general game logic) when playing in cross-platform scenarios.
Steam and Switch should now be able to play with players using Xbox-Live platforms (PC/XB1/XBS).
Single-region matchmaking for PC/Switch as to avoid current long queue times.
Fixed a crash that could happen when playing online.
One Year on Steam - Arena Mode Online!
ːgoldidolː September 29 was the One Year Anniversary of Spelunky 2's release on Steam! Thank you for joining us on this journey... whether you're playing the game, giving us feedback, or making/sharing content. In one year, we've released many updates to fix bugs, add features, change balance, and improve online multiplayer... and there's still more to come (including crossplay, which I'll address below). None of this would be possible without an energetic and thoughtful community.
Most recently, we ported the game to Nintendo Switch and, with the help of our friends at 8-4, we also released the game in Japan and Korea. Check out our Japanese trailer, directed by Derek Lieu, with help from 8-4:
[previewyoutube="Qm7mVhzdjE4;full"]
Arena Mode Online!
Another big addition to Spelunky 2 is the ability to invite friends to play Arena Mode online! It works similarly to co-op - just enter the in-game lobby and from there, you can invite people to play via Steam or Discord (just tab out and either DM a friend or check out our matchmaking channel).
Recently, XanaGear held an anniversary stream for charity and he and Phinq set up an online Deathmatch tournament for the stream that was actually quite competitive! Spelunky eSports begins now?! But in all seriousness, I hope to see more Arena Mode tournies in the future, because it was a lot of fun to watch.
[previewyoutube="f3OIBEzeKr4;full"]
Crossplay, Please?
Apologies for crossplay not being released yet! We planned to have it ready in the first half of this year, but it ended up taking long enough that we had to move our focus to the Nintendo Switch port. Now that that's done, we can prioritize crossplay again.
Currently, the plan is to release a private beta on Discord in the next week or so to try and track down a difficult bug. Aside from that, we need to satisfy the various requirements of each platform and get final approval. Our goal is to have crossplay between PC, PS4, and Switch before end of year so that everyone can play together during the holidays. We'll keep you updated on our progress!
Changes from Patch Series 1.21 to 1.23
Well, I can't think of a better way to sign off this post than a massive list of changes. Hope you've been enjoying them! Happy Spelunky-ing!
ːspel2caverː New features:
Reworked elixir
Added in-game feats screen
Added new languages: Russian, Chinese (Traditional and Simplified), Japanese and Korean
Players should now be able to exit to the title screen after playing the daily
Added button auto-repeat to some UI screens (like leaderboards)
Added cross-progress between Switch and PC
ːspel2caverː Arena:
Added different selectable personalities to the AI
Players can now add one bot at a time, up to three
Added ghost deathmatch timer
Added DM remaining lives counter
Added new “End Match” option to the arena
Added skip option to end a match in case only bots are alive
Added back button to the team selection scene
Added player indicators during the start of the match
Arena will no longer spawn generic crates on level generation
Added new 12/12 and 24/24 bags
Added new items to the list
Added “Very High” crate frequency setting
Ghosts now spawn in deathmatch even if you’ve run out of lives
Added new arena “Final Ghost” option
Implemented configurable player ghost breath cooldown
Added punish balls to the arena
Fixed arena player ghost bounds
Arena rules won’t be set as “Custom” unless a value actually changes
Arena level previews now correctly flip conveyor belts on all rooms
Fixed softlock when using “Level Select” after changing rule to “Take Turns”
ːspel2caverː Level generation fixes:
Dirk’s spawn is now guaranteed
Prevented giant spiders from spawning on thorny vine ceilings
Traps should no longer generate on top of existing cookfires (or any other items, for that matter)
Prevented cosmic orbs from spawning right next to pipe entrances
Sliding walls no longer spawn hovering above spikes as if these were solid floor tiles
Duat’s special altar is now guaranteed
Fixed issue where totem traps were being generated inside water pools
Improved scenario where blowing up the entrance to Waddler could also blow up a nearby vault
ːspel2caverː Performance improvements:
A lot of performance improvements of implementation-details and rendering
Performance improvements to multiple areas: warp particles, firebug, blur of UI shadows, quicksand, journal, lava levels, and more.
Minor RAM usage optimizations
ːspel2caverː Gameplay fixes:
Fixed orb skip
Fixed tossing system issue (skulls were being destroyed by ribcages)
Fixed issue where a seemingly safe teleport could sometimes still crush the player
Projectiles such as shotgun bullets now burst poison bubbles
Fixed mole state on being stunned while it is leaving or entering a floor tile
Fixed mole state after being killed by an explosion
Fixed mole being crushed on receiving whip damage inside a floor
Front layer players should now be moved to a safe spot when the eggship is taking off
Enemies in the area will now be killed once players enter the eggship
Fixed issue where tossing stuff against arrow traps immediately after exiting a layer door wasn’t triggering them
Fixed issue where the drill at the bottom of the level was still generating weird collisions and could force bombs explode on contact
Fixed issue when flipping over Olmec while near a wall
Fixed issue where players could sometimes move through Olmec
Fixed issue where hang spiders could very rarely be left in an idle state after destroying their hanging thread
Fixed issue where mounts inside quicksand weren’t behaving correctly
Bombs stolen by Leprechauns can now also be paste and power bombs
Fixed issue when tossing something downwards while standing
Falling into spikes now reset fall timers (needed when teleporter backpack saves you instead)
Players climbing ropes and ladders now trigger bear traps
Fixed issue where teleporting could sometimes force tossing the currently held item
Sun challenge force fields will now be disabled on challenge failure
Fixed caveman waking up suddenly when the player barely touches him
Fragile stuff thrown at armored Olmites now correctly breaks
Player ghosts blowing things such as a boomerang and hitting someone will now count as the player’s fault
Shields and other blocks will no longer be able to push honey
Fixed gold iframes in the hard boss level
Prevented players from receiving poison damage continuously when they are mounting a mech and they are attacked by a scorpion
Toggling the hoverpack will now immediately stop the player’s fall
Opening a locked door from the back layer no longer automatically forces the player to enter (same behavior as with front doors)
Fixed issue where hitting a magmar could tag it forever, making shopkeepers blame you on contact
Fixed issue where the teleporter could be used downwards while standing during the throw animation
Fixed pipes issue on destruction
Fixed collision issues when stomping monsters that are riding mounts
Slightly increased the size of small gold nuggets and gold coins so they can still be whipped while over thorny vines
Held entities are now repositioned smoothly after being pushed by walls (fixes several issues)
Prevented cavemen from continuously swapping equipped backpacks
Fixed issue when players climbing ladders tried to jump and attack at the same time
Olmites now correctly drop from their holders’ hands when frozen
Shrunk giant fly’s collision shape
Fixed turkey’s shop skip
Fixed some issues when destroying trees or mushrooms
Holding jump while stomping a frozen monster now makes the player jump slightly higher
Proto shopkeepers now correctly deal damage when tossed
Prevented crush traps from being set on fire
Fixed axolotl not being able to enter a pipe while underwater
Throwing a lit torch will no longer burn the rope you’re currently climbing
Fixed issue where hugging a wall from the left made a nearby spring trap not trigger
Fixed issue where untamed mounts could rarely squeeze into 1-tile gaps
Fixed weapons issue where they could damage the mount of your holding player
Fixed players receiving damage by thorny vines in some cases while wearing the climbing gloves
Fixed issue where tossed eggplants were sometimes not damaging other entities
Players can no longer keep walking if their punish ball is being held and the chain is extended
Players now drop any held punish ball if the owner is too far
Fixed teleports while having a punish ball
Punish balls are now dropped when entering pipes as they were causing too many issues
Fixed issue when a player with a punish ball gets bubbled
Fixed hired hands rescued in the Gold City being carried as a corpse to Duat and the subsequent levels
Fixed issue where Anubis could get stuck after being bubbled
Tweaked Anubis’ ice cage and bubble size
Players can now hang from smaller edges (reduced necessary margin)
Fixed issue where mosquitoes pushed by orbs could sometimes get stuck indefinitely
Olmites will now unstack if they get pushed horizontally
Prevented the giant frog from killing some recently spawned tadpoles when closing its mouth
Fixed player stomp check sometimes failing when colliding with monsters right after jumping
Vendors will now anger if a player using the climbing gloves drops anything over their heads
Prevented players from grabbing bear traps from another player’s hands
Fixed issue where mounts weren’t letting players unmount while near a platform
Fixed issue where players couldn’t drop items after tossing a bomb
Bombs coming out of treasure chests will now be correctly tagged
Fixed issue where broken eggsacs could be pushed away by blocks
Fixed issue where shooting arrows while being held could damage your holder
Fixed special end when players bring a land mine with them
Fixed issue with thrown entities when ink was involved
Boomerangs now stop following their owner on layer change
Pangxie’s claw chains now deal damage the same way the claw itself does
Fixed issue where being killed by a Lamassu could sometimes show a different death message
Improved the way arrows ricochet in certain situations
Arrows bouncing off of robots and armored Olmites now correctly play the ricochet sound
Fixed issue when picking stuff up during the throwing animation
It should now be harder for Anubis’ special shot to just linger in place after not finding a suitable target
Fixed crush traps’, elevators’, falling platforms’ and sliding walls’ issue where touching them with a weapon (like the whip) would tag them to the attacker, potentially voiding pacifist runs
Overhauled ghost opacity system so killing becomes more consistent
Black market shop bounds will now be more symmetrical
Tiamat’s attack made entities invulnerable for too long
Players should now be able to start a challenge when the merchant is on top of a door
Fixed issue where Dirk’s coffin was spawning in the wrong spot.
Fixed issue when entering pipes while climbing
Fixed issue where torch flames weren’t processing collisions
ːspel2caverː Online:
Add hourglass icon to identify when a client is running slow and causing soft desyncs due to clock drifting
Fix sprite flickering and interpolation flushes when playing online
Improved player ghost position interpolation during online matches
Fixed player position glitch when a player is rescued from a coffin on online matches
The camera will now move to the back layer when a player takes the eggship during an online match
Determinism improvements to prepare for cross-play support
Protocol improvements to reduce problems with some routers
Protocol improvements to reduce disconnects on setups that were suffering from ISP microcuts and wifi background scans
Ankh animation should now be correctly skipped if the reviving player gets disconnected
Fixed issue when playing an online arena match after having played locally with bots
Fixed crash when restoring screen settings to default in some setups
Fixed issue where players needed to press “Exit” twice while on the daily game over screen
Online arena should no longer keep on resetting rules after each match
Added more specific platform icons
Fixed journal page recap team size
Arena can now be played online
Removed server information
ːspel2caverː Crashes:
Fixed random crash in Arena mode, playing with bots
Fixed crash on using repeated characters in Arena
Fixed crash when backpacks fell on a conveyor belt
Fixed crash when trying to start a challenge when the challenge door has exploded
Fixed issue when an explosion occurs near the bottom of the level
Fixed memory overrun when there were too many hired hands
Fixed multiple crashes due to a text-related race condition when changing levels and playing online.
Fixed issue where jiangshi assassins could sometimes crash the Cosmic Ocean.
Fixed crash when changing the button icons setting
Fixed crash when synchronizing cross-progress
Fixed potential crash when killing a UFO
ːspel2caverː AI:
Fixed hired hands jumping into the lava on trying to reach a very far target
Arena bots are now able to push blocks
Improved AI dangerous detection for Arena mode
Prevented hired hands from picking up turkeys delivered to Yang
Prevented HHs from attacking mummies
ːspel2caverː Minor / Visuals fixes:
Fixed visual glitch when picking up a blinded player
Made Arena results screen unskippable until the button prompt appears
Fixed some glitches on the main title screen fire particle emitter
Fixed particle animation glitch while the game was paused
Made certain graphical effects work independently from the current resolution
Removed more texture artifacts
Fixed whip animation frame position for a specific character
Changed the “1” to a “2” on the dice shop sign
Fixed issue where the torch’s flame looked weird when the torch was picked up by a caveman
Fixed block on entering into the arena when the main character in the character selection screen was a bot
Fixed visual glitch on the lobby scene when cancelling the “Enter Code” prompt
Vlad’s Castle sliding walls will now use the proper chain metal color
Fixed issue where Pilot looked taller during his entering/leaving doors animation
Updated some Switch buttons
Successful shopkeeper clones now play the same sounds as regular shopkeepers
Fixed issue when whipping while on top of a basecamp table
Fixed issue where toggling the hoverpack could sometimes still show the spring shoes VFX
Moved daily challenge to “Online” section
Fixed issue where a back door leading to a locked door wouldn’t show a button indicator while holding a key
Stun birds will now disappear during door transitions
Added invincible effect when a rolling lizard is whipped
Opening a locked door from the back layer now correctly plays the opened sound
Added missing tile decorations on Abzu
Fixed lingering light in Neo Babylon
Fixed very rare case where an angered Yang could sometimes speak when he happens to be near a shop while the player goes through the door
Fixed punish ball chain visual glitch when picking it up
Fixed eggplant child name in French
Removed some artifacts from Colin’s ghost
Patch notes: 1.21.0c
Gameplay:
Fixed teleport
Players can now use doors during the throwing animation
Fixed Vlad's cape double jump on jumping from a rope while attacking or throwing a bomb
Players are now able to whip against a fragile floor while climbing it with climbing gloves
Prevented vendors from angering on touching honey during their patrol phase
Prevented vendors from increasing wanted level when their corpses get destroyed by a snap trap
Fixed case where players were not being blamed when they caused a UFO to explode in a shop
Prevented vendors and NPCs from blaming the player if they receive damage from a corpse thrown by themselves
Prevented player corpses from stomping monsters
Prevented on sale held backpack from being dropped when the vendor gets angered and the player already has the same backpack equipped
Fixed players not being able to grab paste bombs attached to their bodies under some circumstances
Improved cobra's acid spit to make it more unlikely to affect the player when the player had just stomped the cobra right as the spit had just spawned
Prevented spring trap from pushing the punish ball if the ball can break floors
Prevented chained spike ball from damaging the player when the player is climbing down its chain while the ball is falling
Prevented sticky trap from trapping players that are entering into a pipe
Sparrow will now drop a rope pile instead of a single rope
Added a reward on finishing Sparrow's quest
Fixed issue where challenge rooms might not spawn when coop player coffin rooms had to be created
Fixed bomb thrown by the pitcher's mitt being trapped on a body armored olmite, bouncing back and forth
Prevented monsters spawned from special coffins from dropping any treasure
Prevented dice from being stolen in coop just holding them in the shop while other player leaves the level
Fixed dice shop reward position on carrying two different dice from another level
Climbing gloves now protect against thorny vines while climbing
Fixed double jump on attacking and jumping at the same time (visually noticeable when having spring shoes)
Fixed Kali giving duplicated items to the default player under certain circumstances
Prevented player from being killed by reversed spikes when the player enters the spikes touching the ceiling while using a jetpack
Prevented cat mummy from disappearing when colliding with a blinking player
Fixed Olmites teleporting inside floors on being attacked when they are on an elevator
Reduced mole iframes
Added iframes to present's content
Fixed boomerangs not being whippable under some circumstances
Underwater coffins should no longer deal damage when bouncing
Fixed shield position after using a pipe
Added treasure picking iframes after using a pipe
Fixed mattock being unable to break a push block if the push block was over a door
Prevented vendor's coins from spawning inside floors
Fixed powderkeg exploding when placing a bomb on it
Fixed jump delay on attacking and jumping at the same time while climbing
Fixed turkey's neck not damaging entities on attacking while the rider has unmounted
One vault should now always appear once on each theme
Ghost split timers changed from 30s/30s to 60s/30s
"Big Spender" discount increased to 10% (up from 5%)
Skeleton Key now also opens Udjat's Eye chest
Bouncing off of enemies while stomping slightly increased in order to be able to reach certain ledges
Firebugs will no longer spawn below the drill making it slightly easier for players to go down more safely
Player ghost blow can now move vendors' corpses
Fixed turkey not being cursed on breaking a cursed pot with its head attack
UFOs in attack mode will now be affected by the camera flash
Fixed butterfly state after being moved from a vine with a shield
Webs will now fade out when the player is pushing a block through them
Prevented totem traps from triggering by a mole digging
Fixed issue where stunned players were still sometimes stomping enemies
Fixed issue where players tossed against other entities were using the stomp damage.
Fixed issue where the easy boss's scream could glitch when hitting a player that's holding a shield
Crashes:
Fixed rare crash when completing the Sun Challenge
Fixed crash when the ending's NPC picks up a pickable item
Fixed telepack related crash
New features:
Ending playable characters are now unlockable from daily runs
Added "Asinus" constellation suffix for True Crown wearers
Added Total Players count to leaderboards
Online / Leaderboards:
Fixed block when a player with an Ankh in use is disconnected
Added controller vibration and taskbar icon flash when a new player joins the lobby
Optimized leaderboard cache
Ending a daily will now redirect to leaderboards
AI:
Made hired hands more collaborative, preventing them from going for the same target at the same time
Fixed hired hands' pick up priorities
Added a short time margin to prevent hired hands from moving as soon as the level starts
Prevented hired hands from attacking targets that are being held
Fixed hired hands remaining motionless on losing the path to the player
Prevented hired hands from staying motionless on thorny vines
Prevented hired hands from trying to pick up entities placed on thorny vines
Hired hands will now drop the shield on being whipped
Hired hands will now drop the shield if they are about to crush a player
Prevented hired hands from fleeing from passive ghists
Improved detection and handling of falling damage (including falling on lava and some other dangerous places)
Improved hired hands' upward whip attacks
Prevented hired hands from changing their looking direction while attacking
Improved hired hands' attack to try to prevent them from touching the target during the attack
Prevented hired hands from shooting robots and body armored olmites
Improved hired hands' totem/lion trap handling
Improved hired hands' mosquitoes handling
Improved AI ceiling spikes' detection
Fixed hired hands not crossing a door while the player is already crossing it
Hired hands in lost state will now pick items up as well
Hired hands will now try to stomp monsters that can throw or shoot
Moved hired hands' safe point in Olmec to the entrance
Hired hands can now pick items up while resting in Olmec's lair
Improved hired hands' conveyor belt handling
Hired hands will now try to stomp mummy cats
Hired hands will now stay away from floating orbs
Cancelled hired hand's attack to a dangerous mount if it starts being tamed
Fixed certain child's state when he receives damage while he is sleeping in a certain place
Hired hands will now look for rebel hired hands while in stay put mode
Hired hands will now grab and throw paste bombs attached to their bodies
Hired hands will now stomp frozen players
Deathmatch AI will now search for sliding wall switches as well
Prevented deathmatch AI from trying to attack players on pipes
Fixed case where the AI was unable to attack players on a one-tile gap
Minor / Visuals:
Killing easy boss with land mines no longer voids "Pacifist"
Fixed controller input mapping on switching slots in the character selection scene
Fixed a lot of wrong death causes
Fixed player rotation on passing from a rope to a ladder
Fixed player ghost suddenly disappearing in special tunnels
Fixed pet state in the tunnel after certain golden world
Added ceiling to doors during the tunnel transition on certain froggy themed levels
Prevented hit effects in Lahamu on attacking her with a sword-like weapon after killing her
Prevented thin ice platform from getting on fire by attacking it with a powerpack
The "So close" message will now appear only if the next zone still remains undiscovered
Fixed grub color values on evolving
Changed mounts journal's background
Centered Waddler image in the journal
Fixed on sale backpack looking direction on angering a vendor
Slightly improved popups look
Fixed old sister breath position on Ice Caves
Fixed run recap name and killed-by count for medium and small ghosts
Fixed names in the run recap for some traps
Fixed timed powderkeg not unlocking the powderkeg journal entry
Timed powderkeg's journal entry will now unlock on moving the idol
Fixed Kali's message on sacrificing
Fixed camera transition when players went in or out of the training grounds
Fixed weapon's depth after attacking and jumping at the same time while climbing
NPC dialog sounds are now still played even if dialogs are turned off
Aligned certain king's face
Fixed beehive tile
Fixed more artifacts in textures
Fixed Nekka's push animation
Fixed Au's long fall animation
Fixed Lamassu's face during the flying animation
Fixed some capital letters and typos in texts
Tweaked or added a couple of new room layouts in both the jungle and a certain froggy-themed world
Some more blocked path fixes
Patch notes: 1.20.4d
Hotpatch 1.20.4d:
Fixed corpses not exploding on being slashed
Prevented plasma cannons from exploding on touching lava while being held
Fixed teleport while using the jetpack
Fixed jetpack auto-activation after attacking in the air while holding the jump button
Players can once again jump while inside honey
Fixed issue where liquids were being rendered empty after a screen/window resize while the game was paused
Fixed a certain blood moon's boss death sprite
Gameplay:
Players can now go down through a platform while throwing anything
Prevented player from changing its looking direction on attacking while climbing up
Prevented mounts from changing their direction while the riding player is attacking with a sword-like weapon
Fixed short jumps on attacking with any weapon and jumping at the same time
Fixed short jumps on dismounting a riding mount
Fixed projectiles spawning directly inside floors on shooting while riding inside a floor
Backwhip will now affect liquids as well
Fixed auto-pickup on stealing a pickable item
Fixed Yang's turkeys not being able to go to the next level if Yang dies without being angered
Prevented mounts with a monster rider from damaging players when they step over a hanging player
Fixed laser trap shot not impacting on a player stuck to the trap floor tile
Fixed stomps when the player just fired a weapon
Fixed hoverpack activating on jumping at the point of a ledge
Fixed players not attaching to moving floors when the floor movement disabled the hoverpack usage
Fixed weird physics when the punishment ball was being held and the holder was also being held or riding a mount
A held backpack will now auto-equip on dropping the current backpack
Prevented held player from affecting his holder on attacking
Held players will now be stunned only on dropping or throwing them
Teleporting into a fragile floor won't kill the player anymore
Prevented riding entities from being unmounted on receiving poison-tick damage
Slightly increased attacking boomerang's shape
Stunned mantraps can now receive damage when tossing a corpse against them
Added torches to a certain underlava door during dark levels
Prevented spark traps from affecting embedded items
Spark traps that spawn near the entrance level now start at their max size
The plasma cannon will now explode on being crushed or on falling to the lava
Slightly increased fish shape so players won't miss them when throwing a rock against them with the pitcher's mitt
Prevented players from being blamed if a die goes out of a dice shop
Prevented dice shop item spawner from spawning an extra item if the bet machine disappears
Prevented skull drop trap skulls from damaging the player on losing their speed
Prevented duplicated backpacks if the player crushes a vendor and an on-sale backpack at the same time
Prevented caveman from continuously picking up an item dropped by a force field
Prevented robots, mechs, and body armored olmites from removing the poison coating of arrows
Fixed body armored olmites being poisoned by poisoned arrows even if the arrow was being deflected
Fixed case where Yang was being angered instead of shopkeepers on breaking a vault's wall
Fixed player bag content on being retrieved from Waddler's storage
Fixed mosquitoes not getting stuck to shields
Mosquitoes will now detach from floors on being pushed away
Fixed leprechaun and monkey not being able to stun held players
Fixed infinite rolling die on picking it up before it stopped rolling
Prevented elevator from dragging down bats and other flying entities
Fixed Snake glitch if it sits on one block and the player pushes a push block near, towards it
Fixed Robot glitch if it sits on one push block and the player pushes the push block towards another floor
Fixed blood position on sacrificing blooded entities
Equaled shapes between purchasable and regular backpacks
Prevented bubbled entities from crossing floors
Sitting Anubis will now be crushable
Prevented mechs from being cursed
Vertical force fields will now burn ropes as well
Fixed Yang's weird walking in the Black Market
Crashes:
Fixed crash on disappearing Vlad's cape wearer
Fixed crash when the AI target disappears
New features:
Added vibration preview in settings
Added Nintendo Switch buttons to the button prompt option
Added a new option to change the text boxes' opacity
The most beloved shopkeeper of all time has returned :ear:
AI:
Fixed hired hands being unable to dismount under certain circumstances
Prevented hired hands from trying to pick up entities on a platform with a ladder
Improved behavior of hired hands in Olmec's level
Hired hands will now protect players from rebel hired hands
Prevented hired hands from tide pool prison from detecting the player outside their cells
Prevented hired hands from attacking dangerous mounts while they are being tamed
Hired hands will now ignore treasures when they are on stay-put mode
Prevented hired hands from throwing the Qilin to attack monsters
Prevented hired hands from shooting or throwing from the shop's outside to an inside monster
Minor / Visuals:
Fixed some cases where the player profile last run stickers were being incorrectly replaced
Prevented shield from moving loaded arrows
Fixed hoverpack activating in the endings
Added button prompt to a certain temple door when you are carrying a certain weapon but you're not wearing a certain item
Prevented base camp NPCs from grabbing ladders on jumping to congratulate the player
Prevented base camp NPCs from hanging from ledges
Fixed ending's constellation stars size
Fixed crossbow arrow opacity when it is embedded into an ice block
Fixed initial penguin animation
Fixed witch doctor skull light when it is not visible
Fixed mine deactivation sound on carrying it between levels
Ghost players will now stop to talk with Terra as well
Fixed death double sound on killing a monster with any sword-like weapon
Fixed Kali's message on receiving the Kapala after being healed from curse
Fixed case where the witch doctor's mark remained in players' heads even if the witch doctor was not targeting them anymore
Fixed light arrow platform's light
Fixed robot invulnerable effect on being attacked by a turkey
Fixed hard boss not appearing in the tunnel recap after being defeated
Fixed gold chain's rubble
Fixed the big monster of a certain blooded moon world's size on the frame he is killed
Disabled controller vibration before the main menu
Getting unjustly crushed by a sliding wall should now be considerably harder
Vendors and NPCs will now anger if the player drops their backpack on them
Prevented thrown entities from being crushed when thrown on a ceiling while the thrower is riding a mount
Fixed online progress being wiped on closing the game after a run
Capes and jetpack now deploy when pressing jump and attack buttons at the same time
Cape will now remain deployed on shooting a weapon
Added previous Palace of Pleasure's laser trap back (pointing to the correct end this time)
Fixed jungle sisters and thief reappearing alive after being killed
Fixed jungle sisters not enraging on killing them with one single hit
Completing a level in coop while a secondary player is riding a still on-sale or a Yang-delivered mount no longer brings said mount with you
Prevented frozen vendors from spawning their weapons on throwing a bomb inside the shop, on webbing them or on breaking a shop tile
Killing the merchant with one hit will now make her disappear with a smoke bomb as well instead of leaving a corpse
Vendors and NPCs now detect active floors and are able to jump over them to chase the player
Prevented spring traps from trying to move a shooting UFO or a walking bee
Shields now protect against hard boss' fireballs
Fixed case where the water was not affecting some entities thrown by the pitcher's mitt
Fixed caveman boss state after being flashed while he was jumping
Fixed weird caveman boss' bouncing
Fixed held entities' depth on throwing a bomb and, then, jumping while climbing
Fixed the conveyor belt when a player, hanging from a falling platform, landed on it
Fixed climbing hermit crab state after being frozen
The mole will now retreat if it collides with a shield while it is exiting from the floor
Prevented powder kegs from exploding when an on fire entity "touches" it on a corner through the floor
Slightly increased bats' hitboxes while hanging so boomerangs won't miss them when thrown very close to them
Prevented sticky bombs from attaching to a bow's arrow of a player being held by the thrower
Explosions now affect held creatures and fragile items
Fixed wild mounts state after riding them twice very quickly
Spark traps will now also affect unequipped backpacks
Prevented spark traps from igniting torches while inactive
Opening presents by using up+attack now tosses the content forwards so they can more easily be skipped
Players can now carry a golden monkey through pipes
Shop lamps can now be cloned
Excalibur and broken Excalibur now affect armored Olmites
Fixed lavamander's light when bubbled while turning incandescent
Fixed visuals of the last part of a vine when a new one started just below
Improved plague event performance
Prevented a certain monster-dropped jetpack from exploding due to subsequent explosions
Fixed issue where player coop coffins were sometimes not spawning in a certain purple world
Bear traps can now crush corpses
Fixed the Udjat socket button icon after enabling it
Prevented auto-jump on holding jump button to turn off a hoverpack being too close to the ground
Fixed run recap survived-death message on sacrificing in a specific location
Prevented bombs and ropes usage when a riding player is crossing a door
Fixed sorceress' attack state on being webbed or bubbled
Prevented pushblocks from dragging flying entities
Fixed backpack not activating when pressing the jump button twice very fast
Improved Arena pre-match screen and in-level countdown
Fixed flying arrow state after colliding with honey or sticky traps
Duplicated pickup items can now be picked up in multiplayer mode
Fixed crash in the last level when only one player was alive and it disconnected (and other possible related crashes)
Untamed frozen mounts can now be picked up
Chained spike balls and falling platforms can now kill floating orbs
Fixed horizontal speed on throwing something with the pitcher's mitt while the player's riding mount is crouching on a tight corridor
Added close message to the tutorial's journal
Fixed case where the spike ball trap and the falling platform were pushing entities instead of damaging them
Fixed random crash
Players can now look up and down while using the hoverpack
Prevented gold monkey from spawning potentially infinite treasure on picking up and dropping it continuously
Fixed ink effect while being inked while a previous effect was already disappearing
Fixed rare case where the ending scene was not triggering and players kept walking forever
Prevented metal arrow from sticking on the top of Olmec when Olmec is jumping
Fixed witch doctor skull creation when being revived by a necromancer
Laser traps now also detect mounts' riders
Fixed frozen hang spider state on bouncing on a floating orb
Fixed bug on angered Vendors and NPCs which was preventing them from jumping when they had a platform above them
Fixed some cases where the ankh was being triggered at the same time as a transition, causing some blocks
Prevented Arena's monsters from moving during the initial countdown
Bombs will no longer switch ownership so easily
Dirk, Au and Pilot coffins will now always spawn (containing a hired hand if they were already unlocked)
Prevented monkeys from jumping over and over if they hit a shield during the first jump from a vine
Added new option in Arena to set how much damage the whip inflicts (Warning: This will change the save game binary format)
Added simple cosmetic minigame to the credits
Improved torch fire in title scene and character selector
Added cosmetic shooting stars to the base camp sky
Reduced constellation's stars size in the base camp
Constellation's lines are now visible when using the telescope
Prevented invisible digging moles from triggering arrow traps
Prevented players from being moved by conveyor belts while webbed
Fixed wooden log trap's death message
Fixed boomerang state if the original thrower disappears
Explosions will now compromise the integrity of purchasable backpacks
Fixed Tusk's dice shop spawn when having previously missed the thief
Fixed shield not reflecting some sorceress' daggers
Changed Arena colors to use the team colors
Converted hold the idol's seconds counter into a countdown
Landmines will now explode on touching lava
Fixed certain cloned follower's held item on changing level while the original follower remains sleeping in a certain place
Prevented falling platforms and sliding walls from getting on fire
Prevented ghist from killing players ignoring the invulnerability frames of crossing a door
Throwing a rope while crouching will now always create the rope on the next tile
Fixed movement of spike ball trap, sticky trap, and tentacle trap under some circumstances
Fixed held's visibility on exiting from a layer door in coop without actually crossing it
Fixed main menu issue when players got disconnected from online matches
Prevented parachute from deactivating on throwing something while deployed
Fixed some blocked paths
Fixed some little texture artifacts
Fixed case where a spark trap was generating too close to the entrance in certain looping levels
Hired hands won't jump from the player's arms until reaching a secure position
Fixed some cases where the AI was jumping directly to danger (thorny vines, lava, spikes...)
The AI will now check falling damage while wandering as well
The AI will now take into account some dangerous entities (like acid bubbles)
Fixed AI's spear trap handling
Prevented AI from trying to go through breakable floors from just above
Improved whip usage for the AI, giving more margin on attacking monsters to prevent getting hurt
Hired hands won't fight giant fish anymore
Fixed monster about to wake up detection for the AI
Improved AI security on handling blocks about to regenerate
The AI will now take into account the player position before breaking any breakable tile
Fixed some easy jumps for the AI
Fixed hired hands' state while underwater
Hired hands can now be picked up while in shops
Waiting hired hands now follow players as soon as they leave a shop
Prevented hired hands from using an exit door
Prevented hired hands from trying to pick up a riding monster
Fixed hired hand jump over some stuck dangerous monsters
Improved AI target handling after detecting some danger in the path to the current target
Improved how hired hands handle plasma cannon to prevent some catastrophes
Fixed unarmed crossbow handling for the AI
Prevented hired hands from using weapons or shields inside shops
Hired hands will now fight untamed dangerous mounts
Hired hands will now pickup tamed mounts
Fixed case where a hired hand was not following another hired hand on waking up while the other hired hand was in the other layer
Patch Notes: 1.20.2a
Fixed issue where stomping an enemy on a tight corridor could sometimes crush the player
Fixed issue where mounts were sometimes being crushed when trying to squeeze into tight gaps
Killing a certain miniboss in a certain blood moon zone will now drop a jetpack
Removed powerpack reward from a certain special Kali's altar in that same zone
A non-flying boomerang thrown by a player will now enrage vendors and NPCs
Paste bombs can now stick to floating orbs
Prevented players from riding a mount when they are bubbled
Ghosts no longer change hitboxes on being flashed by the camera
Fixed rare case where the Moon challenge could not spawn
Prevented mounts from jumping when their rider was using the mattock
Prevented hoverpack from turning off on being inked
Prevented hard boss from moving inside the level walls
Fixed issue where witchdoctors' voodoo attack could damage a player after they've revived with the Ankh
Tutorial can now be played in local coop
Waddler's storage floors will no longer activate on items until the items stand still
Dice shop prize list will now be deterministic among seeds
Added invulnerability frames to both Humphead's Hired Hand and present
Fixed issue where some pieces of rope weren't correctly being tagged as being from the player
Fixed gravity for stunned entities thrown by the pitcher's mitt on recovering from the stun
Fixed possible crash when Olmites were on top of a pushblock
Prevented tutorial signs' buttons from disappearing when the buttons prompt option was disabled
Fixed issue where only one floating orb breaking sound was playing at the same time
Fixed Jiangshi assassin rotation on being frozen
Fixed sword-like weapons rotation on attacking while climbing up
Added platform to the basecamp surface eggship while playing coop
Added wake-from-stun sound effect to mounts
Long timers can now correctly show times up until almost 100 hours
Reset grub's speed on starting to evolve
Fixed boulder's death cause
Fixed a set of extremely rare collision bugs
Added a couple of fields to the struct made available for AutoSplitting, exposing information about resets and door triggers. The layout should remain backwards compatible
Added command argument to use the old flip mode `-oldflip` for people having performance regressions after the 27th of January patch
Improved renderer initialization, this should fix being unable to boot the game after the 27th of January patch. If it doesn't, see previous change
Fixed case where the AI got stuck in a loop trying to attack an enemy
Fixed some issues in the AI path calculation
Prevented AI from getting stuck on thorny vines
Fixed AI being unable to jump over some thorny vines
The AI will now take into account if the Hired Hand fits through the hole when treating with shields and push blocks
Improved how the AI attacks to prevent attacking with the rear part of the whip to tiny entities (like bear traps)
Improved falling platform handling for the AI
Prevented AI from shooting or throwing when it is too close to the player
Prevented AI from trying to break some fragile floors using the eggplant, scepter, clone gun, teleporter, camera, or webgun
Improved falling damage prevention for the AI
Prevented AI from jumping into lava under certain circumstances
Prevented AI from just falling into death without reacting under certain circumstances
Online beta changes:
Some special crowns will now drop from players upon death
Fixed issue when the Ankh gets triggered while a player is entering or leaving a door
Fixed issue where wrong layer is rendered after player dies while the next target is in another layer
Fixed an issue which caused players in an ongoing run not to show as playing together in friend list
Fixed an issue that prevented joining through a Steam invite while the game was closed