Hey! We're realistic. It's pretty unlikely that a scrappy little indie game is going to win Game of the Year, but a peasant can dream! Regardless of whether we win an award or not, we just want to let you all know that we really appreciate your support this year. UnderMine had an incredible launch out of early access and we owe it all to you.
We hope you've enjoyed your time with the game and look forward to continued support. In the mean time, if you want to smash that nominate button, that'd be pretty cash money of you.
UnderMine On Sale!
You can grab UnderMine for 20% off during the Steam Autumn Sale, which runs from now until December 1st.
We still have some pilfer plushes in stock, so if you haven't had a chance to get one yet, now is the time. These adorable little thieves comes with magnetized gold nuggets, so you can simulate the real experience of losing all your hard-earned gold.
These plushes are available at the Dual Wield store: https://dualwieldstudio.com/collections/undermine/products/undermine-slime-plush
More Announcements Soon!
We also have some exciting announcements coming up that wouldn't be appropriate for Steam. If you're curious, please sign up for our newsletter and you'll be the first to know what it's all about.
https://undermine.game/#newsletter
Pilfer Plushes Now Available!
Pilfer plush! Pilfer plush! Pilfer plush!
So many players asked for it, so here it is! We've teamed up with Dual Wield Studio to develop UnderMine's first bit of merch. Now when you lose that bit of gold you can take out your frustrations on this adorable puff ball. Alternatively you can detach the magnetized gold nugget and teach this pilfer a lesson in thievery.
Pilfer plushes will be available at the Dual Wield store while supplies last: https://dualwieldstudio.com/collections/undermine
Make sure to share photos of your pilfers with us on Discord and Twitter. Also, let us know about any other merch ideas you may have.
UnderMine 1.0.2 | Small Update
We're currently working towards our next content update, but we wanted to get this small update out to fix some bugs and to translate into Italian!
As with other languages, the game will auto-detect your settings, or you can switch using the in-game Options menu. Attenzione ai pilfer!
Bug Fixes
Seer’s bite hitbox has been tightened up
Seer is now immune to root abilities
Health levers no longer reset their use counter when you exit the room
Soul Cannon projectiles are now destroyed if their target becomes invalid
Bombushka babies now spread out in all directions rather than always to the north east
Arrows fired from wall traps will now correctly ignite if they pass over a torch
Fixed a few issues with stat tooltips that would cause them to not display stats granted by Masa and Mune correctly
Fixed an issue that would cause you to drop your extra potions when stabbed by the Gatekeeper
Cleaned up a bad interaction between Ghost Pepper Sauce and Antimatter
Fixed a graphical bug that would cause your current Summon Count to display as 100
Fixed a data issue that would let you find Dungeon crawl space rooms on Goldmine 3
Fixed a mismatch between stereo and spatial audio in the build process that could cause audio corruption on certain hardware
Fixed a small graphical layering issue with the Gargoyle’s fireball attack
When using a controller, the game will now pause if your controller becomes disconnected or runs out of batteries
[Xbox] All stats-based achievements are now recalculated when the game starts, granting you any achievements you may have missed due to being offline
Other Changes
[Xbox] Added a new slider to the Graphics options menu to manually adjust the game’s safe rendering area. This will allow players with TVs that do not have a built-in overscan feature to shrink or expand the rendering area so that the UI is not cut off
UnderMine 1.0.1 | Small Update
Thanks everyone for supporting us through a great launch. Sales and reviews have been really strong and we've seen a ton of love from Twitch. Even cracking the top ten games for a hot second. That being said, there were some issues that we wanted to sort out between now and the next content update and here they are! We do have some plans for the next update, but it will be a little bit before we're ready to reveal what those are. In the mean time we hope you are enjoying your time with UnderMine.
Bug Fixes
Fixed an issue that could cause volume to go over 100% on certain hardware
Resolved a UI issue that would cause keyboard hotkey reminders to become very wide
Cleaned up a few treasure chests that would continue to sparkle even after opened
Fixed a UI bug that caused the buff granted by Battle Standard to always display at level 0
Fixed some rendering issues that would cause oil reflections to render strangely in the Golden Core
Removed a tiny, invisible light source in Selt’s room
Fixed a bug that would allow Ara to block multiple curses if they were acquired on the same frame
Fixed an issue that caused the AI to not be able to navigate around the pillars in the Goldmine
Solved a problem that caused Dreadful Fog to also double the HP of traps and torches
Cleaned up a few issues in the final boss encounter
Fixed an issue that caused Arkanos to speak one of Baba’s lines of dialog
Fixed a rare issue that could cause you to instantly die if paused while standing on molten gold or electrified water
Fixed a data issue that allowed certain legendary relics to be rerolled
Restored the bubble effect to molten gold
Fixed an ordering problem that could cause you to spawn back in the Hub at 200hp in certain situations
Fixed a data issue that causes Siegfriend’s Aegis to show up in the Journal before you had encountered it
Fixed a problem preventing Seer from dropping gold on death
Fixed a crash that could be caused by disconnecting and reconnecting a controller while on the input remapper screen
Fixed a rare issue with Siegfried’s Aegis that could cause it to make your blessings invulnerable as well
Tightened up the Journal pickup logic to prevent a double-pickup animation from playing if you jumped while picking it up
Fixed a problem related to killing an interactable on the same frame as you interact with it that could cause your input to become stuck, leading to an eventual crash
Fixed some issues with the facing direction of the Crossbowman
Resolved a longstanding issue that would allow you to light torches just by touching them, as long as your thrown pickaxe was ignited at the time
Fixed an issue with the entity recycler that prevented Loaded Rats and Ardor Priests from spawning
Dungeon statues now have 1 hp instead of 20
[Mac] Fixed an issue that would cause Noori’s room to be completely black on certain graphics cards
[Xbox, Windows Store] Crawlspaces no longer show an additional Chaos icon on the minimap
[Windows Store] Tier 1 of multi-tier achievements can now be more reliably earned. If you had previously missed one of these achievements, it should automatically be granted to you the next time you start the application
[Windows Store] The login process has been improved to allow players to more reliably progress past the title screen
Balance Changes
Birthing Pod now requires a recipe to unlock. If Birthing Pod is already unlocked on your save file, it will still be unlocked after updating.
Craftsmanship is now unlocked by default
Ara buff duration has been reduced
Canis Major buff duration has been reduced and crit chance growth has been lowered
The Spirit hatchling appears in the same Halls library room that the Dusty Book is found in
The unlock cost for numerous relics, potions, blessings, and familiars has been lowered
Curse-blocking effects such as Ara and Doll no longer block indestructible curses
Other Changes
The graphics options screen now has a Vsync option that’s disabled by default
Birthing Pod now overrides the “Food consumed at full health” option
Selt larvae eggs that are spawned by the player are now invulnerable
The treasure chests from Black Rabbit’s chest game are now recyclable
Your Gold Integrity stat is now visible in the Othermine
Enemies can now spawn in a particular rail bridge encounter in the Goldmine
Bobo can no longer destroy items on the same frame that they are dropped from a rock
UnderMine - Full Release Out Now!
After five long years we have finally "completed" development of UnderMine. It has been a dream come true to work on our own game, unrestrained and creatively free. We want to thank the UnderMine community, especially those that took a chance on the game during early access. You all helped us reach this point and UnderMine has become so much bigger than we imagined. Completed is in quotations because although we consider this a complete product that doesn't mean we're done updating it. We have a lot in store for the future, but until then please enjoy these update notes.
- Thorium
The Gate is Active and the Final Encounter is Nigh
Upon collecting all 5 boss fragments, the ancient and mysterious gate can be opened. Cross onto the other side and find what awaits.
New Final Room
Every peasant deserves some peace and time to contemplate after a run. Therefore, the room that houses Death’s Head (now Death’s Hand) has been transformed. Relax and soak in the tranquil ruins, gently lapped by the ripples of the fountain’s pooling water.
The Crone Valeen and Hexes
Serious players require even more serious challenges. Now, after completing their first run, the player will unlock Valeen, the Crone. Valeen then joins the hub and the Othermine antechamber. The player can ask Valeen to hex them, which will apply powerful debuffs that can not be removed during a run. Hexes seriously alter a run and can be stacked on top of each other for additional challenge.
With the exception of Siefried’s Torment, all hexes are unlocked at the same time as Valeen.
Siegfried’s Torment This hex is unlocked when the player finishes a cursed aegis run in the Othermine. It applies an indestructible curse on every floor.
Adventurer’s Peril Sets the peasant to a single health point for the entire run.
Red-Hot Nuggets Inflicts damage on the peasant whenever they pick up gold.
Frostbite Prevents the peasant from healing.
Unending Desolation Floors no longer have relic rooms.
Dreadful Fog Enemies have double the health and deal double damage.
Rogue’s Ultimatum Disables all permanent upgrades (this hex is now used for the secondary boss achievements).
Chaotic Offering All items appear the same.
Journal Improvements
Added Artifacts Artifacts, such as special keys, boss fragments, Baba's mushrooms, and the Dusty Book now have their own tab in the journal. Each has a lore entry, and some contain hints as to what their use is.
Improved Player Stats Mousing over, or focusing (with controller) the peasant’s combat stats will reveal a detailed breakdown of buffs and modifiers that contribute to the final statistic.
Lifetime Stats Another tab has been added to the journal that tracks lifetime statistics. We’re looking to expand this so let us know if you have any suggestions.
Fully Expanded Map
The minimap now reveals the entire floor when expanded. It will scale in size to accommodate the size and shape of the floor.
Hoodie’s Care Package
Peasants will now be given a care package when fast traveling with Hoodie. It contains relics for your journey. The number of relics are proportional to how far you traveled, but are less numerous than if you made the trek the old fashioned way.
Steam Trading Cards
Trading cards will now appear in your Steam inventory as you play UnderMine. Trade them with other players, collecting full sets to unlock new badges, profile backgrounds, and emotes to be used across Steam.
Soundtrack Now Available
UnderMine’s OST, composed by the talented Wesley Slover, is now available for purchase. You can pick up your copy for $4.99 USD. It includes 30 tracks and beautiful album artwork.
Achievement Changes
We have changed the conditions by which players can earn the 5 “No Upgrades” boss achievements. Now, you simply need to defeat the 5 major bosses while using the “Rogue’s Ultimatum” hex, which is functionally the same as having no upgrades. This is to alleviate a lot of confusion around what constitutes an “upgrade” and to avoid the necessity to start a new save file. Please note: If you had previously earned these achievements under the old rules, you will still have them and do not need to earn them again.
The achievement “Between a Rock and a Hard Place” (Defeat the Rockpile Mimic without upgrades) has been removed and two new achievements have been added.
20 New Items
Birthing Pod
Canis Major
Capture Sphere
Circinus
Double Doubler
Fork
Gecko Blast
Greaves
Obsidian Knife
Pauldron
Sagitta
Shield of Quills
Soul Cannon
Soul Guard
Spare Ordinance
Ursa Major
Ara
Gauntlets
Short Wicks
Pangolin Potion
Bug Fixes
Over 200 performance and memory optimizations across every area of the game. The stutter is dead!
Pathfinding data rebuilds are now timed better to prevent enemies from instantly falling into a pit or spending the entire encounter trying to walk through walls
Water reflections no longer render through floor tiles
Default settings in the options menu should now behave more predictably
Secret walls now layer the same as regular walls to prevent information leaks
The red shopkeeper is no longer mortal
Fixed an issue with Kiss of the Succubus that would prevent it from healing you
Improved Djinn and Pocket of Holding logic to more reliably proc in the first room of a zone
The shopkeeper’s hut now has a better hitbox to prevent items from getting stuck on it
Fixed an issue that would allow you to place the debuff granted by Branding Bombs onto the relic altar
Fixed a problem with swapping potions too quickly after picking up a new potion that would leave your potions in a bad state
Fixed an issue that would allow auto-attack items such as Othermine Conduit to damage bosses during the initial setup sequence
Fixed an issue that would cause Mortar to begin his final attack pattern early when running in Russian or German
You can no longer cancel out of Compulsion by jumping at the right time
TsarBomba no longer procs on Troll and Ogre bombs
Spikes should now spawn under grass much less frequently
Friendly Selt larvae can now be more reliably hit by enemies
Tightened up the hitbox on Master Pickaxe projectiles so they are less likely to get hung up on walls behind their direction of travel
Master Pickaxe projectiles will now enrage NPCs the same as a regular attack
The relic choice encounter in the Golden Core no longer allows you to take all 3 relics
Fixed a problem that would make Kurtz’s crew non-interactable if you return to his room later
Fixed some layering issues with Morningstar traps
Waking Light shots can now be correctly reflected with Grimhilde’s Mirror
Witch’s Brew will now backfill with minor curses if you’ve already encountered every curse on that run
Noori is now less likely to go briefly invisible when jumping around the room
Resolved a re-rolling issue that would allow you to pick up a Talisman just by touching it
Fixed a zone layout issue that would allow the relic altar room to spawn adjacent to only a secret room
Arrows are now considered minions to prevent them from being farmed
Noori’s beams now cut through the darkness to make them more visible when the torches are out
Potion timer states are now smarter about restoring to the correct ratio when loading a save file
Armor items such as Breastplate will no longer refill your armor pips if you juggle them on the relic altar
Fixed an issue with the “chooser” UI (like shown by the All Potion) that would cause it to fall off the screen if shown too close to the edge of the screen
Explorer’s Boots will no longer try to repeatedly activate while you are ignited or poisoned
The gargoyles guarding the Master’s Key can no longer be killed while in statue form before the fight begins. This prevents several situations that would cause the player to become locked in this room.
Fixed a small graphical glitch with the Dusty Book in the Hall Library
Chests spawned in the Othermine Antechamber will now drop loot
Player will no longer be locked in the Cavern/Core transition room, unless they speak with Toadvine or Bathcat
Cut scenes in the hub will no longer overlap if triggered at the same time
Balance Changes
Canary level 3 pickup delay has been lowered by 50%
Buffed Starlight Sip to now drop 16 meteors instead of 12
Rainbow Kernels can no longer duplicate All-Potions
Slightly lowered Large Rat health
Slightly lowered Rat Matron health
Slightly lowered Selt’s health
Slightly lowered Lurker health
Bat behavior now has a 1 second delay to avoid shotgunning players on room entry
Lowered the cost of echo blast to 2000 gold
Improved chances of finding Dogs and Kurtz
Increased the chance of finding mushroom encounters
Firebird’s fireball now ignites torches
Reduced Noori, Ponzu, and Seer’s health proportional to their overall health pool
Lowered the cost of Gecko’s Foot, Gecko’s Other Foot, Food Voucher, Food Voucher 2, and Basic Item Voucher
Thorium rocks now have a 20% chance to drop schematics
Lowered the amount of enemies and hazards that can appear in some smaller rooms
Crimson skeletons now regrow 1 second faster
Slightly reduced the length of the Crystal Lurker’s AOE
Other Changes
UnderMine now runs on the Xbox One and Windows 10 Store!
UnderMine is now built on the .NET 4.x framework
Improved many of the wall textures in the Caverns
Updated Thorium intro video and removed Fandom intro video
Seer now casts smokescreen once per every 20% of his max hp lost
Seer’s “tail” hitbox has been tightened up to more accurately match his visuals
Numerous old item icons have been improved
A text reminder of your current potion now appears below the potion slot whenever you switch potions
The maximum summoning stone limit is now smaller (though still very large) to prevent boss health from overflowing
The peasant’s health bar now has a minimum width of 50 pixels
Enemies now make an effort to spawn at least 4 units away from the entryway
Float Boots and Float Potion now only show a floating effect when over a pit to no longer give the impression they will mitigate all ground hazards
Bobo’s hit detection has been improved to prevent him from running into things that are behind his direction of travel
Esc must now be pressed twice to skip the run summary screen
Caustic Vial now releases its poison cloud even if you one-shot an enemy
Added a correct telegraph flash to the Gremlin dash attack
Added new dialog to hub NPCs after the peasant has reached the Golden Core or defeated Seer
Fixed several NPCs so that they face the peasant when speaking to them
Added new music to Beltrame encounters in the mine
Added new music when first meeting Wayland in the mine
Added new music when meeting Dibble and Dodson for the first time
Added new music when battling Seer
Added mini-boss music to the Gargoyle encounter in the Dungeon
Added an additional hint to the tutorial
Twitter and Discord links have been added to the title screen
Improved several item icons
UnderMine (1.0.0) Preview
It's finally here! After five years of development and a year of early access, UnderMine is ready to graduate to full release. Thank you to everyone who participated in early access. Your feedback and bug reports have greatly improved UnderMine and are a big reason we're all here.
Now, are you ready to discover what's new in this update? Head on over to our website for the full preview:
https://undermine.game/undermine-one-point-zero
If you want to discuss the preview with other players or the devs, feel free to hit us up on Twitter or Discord.
And as a reminder: UnderMine 1.0 will release on Thursday August 6th. It will be available here on Steam with PC, Mac, and Linux builds. It will also be available on Xbox One, Windows store, and Xbox and PC Game Pass.
Just a few more weeks! Get hyped!
- Thorium
UnderMine Releases August 6th
[previewyoutube="58ral7Vy1lM;full"] After five years in development, UnderMine is ready for full release! It will exit early access and release on Thursday, August 6th, 2020. Buckle up because this is going to be a long post. We have so much to share.
The development of UnderMine has been a hard and exhausting process. Everyone on the team has put every last ounce of themselves into it. Many people comment on how polished the game is, but in reality we come in hot on every single update. We’re usually fixing bugs up until an hour before releasing an update. That’s because we’re so passionate about delivering as much as possible. We don’t want to leave any good ideas on the table, so we push hard, and try to deliver as much content as we can while still hitting our own bar of quality and polish. 1.0 is no exception.
Thank you to the community
We want to give an enormous thanks to the UnderMine community for being so wonderful and supportive. We could not have gotten here without you. Early access has been an incredible success because you have given us such valuable feedback and an enormous pile of bug reports. Thank you for jumping on board early, and trusting that UnderMine would continue to grow and improve.
What’s in store for 1.0
1.0 might be our largest update yet. It was difficult going dark for so long, and not releasing an update, but it was necessary. We needed to make some fundamental improvements to support our console releases, but PC players are going to benefit from these improvements as well. In addition to new content, UnderMine now performs much better and has improved stability. Below is a list of other things to look forward to in the 1.0 update:
Final boss fight with numerous phases and cutscenes
An ending sequence that ties up the story
Character dialog for post Golden Core, Seer, and final boss states
New items
Improved performance
A new challenge system that lets players make the game as hard as they want
Artifacts added to the journal along with lore entries for each
Lifetime stats added to the journal
Improved mini-map functionality, including being able to see an entire floor in expanded view
A Hoodie “care package” making fast travel more valuable
Visual overhaul of the final room, as well as Death’s Head (now Death’s Hand)
Visual improvement of the Shimmering Caverns
Numerous bug fixes and balance changes
There will be a more indepth preview later in July akin to what we have released with other updates.
Pricing
As we stated in our original early access writeup, the price for UnderMine will increase at release. The cost will be increasing to $19.99 USD. Lucky for you UnderMine is currently on sale at its early access price, so if you want to snag it at a discount get it now!
Many players have asked us how they can support us even more. Do we have a Patreon? Etc. Never mind all that! If you want to help support Thorium and UnderMine here’s what you can do:
Post a review of UnderMine on Steam, tell the world how great it is
Support UnderMine content creators on Twitch and Youtube
We love seeing what you all do with the game, so don’t be shy about sharing your experiences. Fanart, and other creations really give us energy and we love seeing it.
The future
We also want to make it clear that this is not the end of the road for UnderMine. Far from it. UnderMine will continue to see feature and content updates, including some things the community has requested. There is lots to look forward to.
Thank you again for all the support. We’ll be sharing more info leading up to release. You won't want to miss it so keep your eyes peeled.
- Thorium
Steam Summer Sale and Important UnderMine Pricing Info
Hey everyone and welcome to the Summer Sale!
UnderMine is currently 25% off, so if you were waiting for a deal, now is the time! We want to take this opportunity to remind everyone that we will be increasing the price of UnderMine when it leaves Early Access. That date hasn't quite been announced yet, but I can assure you it isn't long off. Expect an announcement soon.
So if you've been looking to buy UnderMine, this will be the cheapest it gets for quite some time. Happy summer, and expect some exciting UnderMine news soon!
- Thorium
UnderMine 0.7.1 | Hot Fixes
Bug Fixes
Fixed a bug preventing Ponzu from dropping loot in Othermine
Fixed an issue that would allow you to skip the Golden Core if Sho’Guul was encountered on Caverns 4
Resolved an issue allowing you to leave Seer’s room via a Shop in a Bottle potion before defeating Seer
Other Changes
The conditions for the “boss skip” achievements have been relaxed so that bosses that have been revived via the Summoning Stone now count as alive
Lava Walkers and Helios Boots now grant immunity to molten gold
Rocks can no longer spawn immediately to the right of the hatch in the first Toadvine and Bathcat room in the Goldmine
UnderMine 0.7.0 | Golden Core Update
[previewyoutube="bJ6LF2786vQ;full"]
Features
The Golden Core and Seer, World's Heart
Brave the deepest part of the Undermine, cross rivers of molten gold, avoid dangerous traps, and defeat new enemies for a chance to challenge the fire lord Seer.
8 new enemies:
Crossbowman - An armored guard of the Delvemore dungeon. Crossbowmen have steady aim and will attack from a distance. If you get too close to them they will dash away and unleash a devastating triple shot.
Shaman and Manikin - Shamen animate small dolls, twisting their essence in the process. These dolls are called Manikins. They dart in and out of reality, encircling the peasant and creating geometric death traps.
Rift Wurm - These wurms mindlessly roam the corridors of the Golden Core. They only know to move forwards and devour anything in their path. Approach them with caution and annihilate them entirely, lest they grow back a new head and continue their feast.
Som’s Golem - Som originally created these mindless automatons to aid him in his research and care for his keep. He is now long dead, but his creations live on. They are quite stupid and rather curious. Keep a wide berth or they will wander over and inadvertently injure you with their many spikes.
Bass Fly - Similar to other flies of the Undermine but far deadlier. The projectile from the bass fly will ricochet off walls and other surfaces.
Gremlin - Dangerous, winged creatures that defend the Golden Core and other areas of the Undermine. They wield long pole arms and can close distance quickly with their dash attacks.
Ogre Firestarter - Another dangerous, bomb-wielding ogre. This time an ogre that slings Seer’s Blood bombs, spilling fire everywhere.
Firebat - Similar to shrill bats, except that they drip fire… wherever they go… always
3 new items:
All-potion
Starlight Sip
Churchbell Nectar
4 new achievements:
Beheaded and Betailed
Destroyer of Worlds
Hot Hot Heat
Peasants do what Bathcan't
150+ new encounters, including encounters for existing zones.
A note for Othermine: All new encounters, items, enemies, zones, and bosses are automatically included in Othermine.)
Bug Fixes
We asked Dibble once again to stop restocking his shop after an Othermine run. We were very stern this time!
Fixed an issue that could cause the player to be launched high into the air if knocked back on the frame immediately after a jump
Fixed several issues with the Toadvine and Bathcat encounter when entering the Caverns from the Halls
Fixed some open chests that couldn’t be used with the recycler
Projectiles can no longer collide with the interaction trigger in front of locked doors
Fixed an issue preventing Helios Boots from re-equipping correctly reload
Fixed a problem with Halls2-3 that gave it a 50% chance to not spawn a relic room
Addressed an issue that could cause enemies to be stuck in their falling animation if the player left the room during their fall
Fixed a softlock that could occur in a certain secret encounter that shall remain secret
Tsar Bomba’s load order has been adjusted so that it will reapply its debuffs correctly on reload
Keys lost to Sweaty Fingers can no longer proc popcorn effects
Nullification can now correctly nullify slot-unique relics such as Chakram, Sequence Breaker, and Vorpal Blade
Fixed an issue causing the Blood Bomb damage radius to not scale correctly with the Demolition blessing
Resolved a problem that could cause letter-box bars to become stuck if the player died during a scripted sequence
Fixed a timing issue that could cause the game to not pause correctly if the pause menu was opened on the same frame as you attacked an enemy
Improved Glimmerweed beam hit-detection so they can no longer hit invisible or flat targets
Fixed a memory leak related to a recent material system refactor
Fixed up some issues related to enemies getting stuck in their jump animation after getting webbed by a Selt Larvae
Fixed an issue preventing the Othermine Antechamber music from not respecting your music volume setting
Fixed a layering issue that made it possible to see secret walls by attacking them
Improved how doors are drawn on the minimap to prevent weird one-sided lock issues
Alt-F4ing on the game over screen will now correctly clear the global flags for your next run
Balance Changes
All “eaters” (curses and Lesser Demon) now no longer count minions when killing an enemy
Lowered the amount of enemies that can spawn in some Cavern rooms. There were a few that ended up too cramped.
Doubled the amount of healing from Kiss of the Succubus
Other Changes
Added a small grace-period to pits. This allows you to walk out over their edge for a few frames before falling
Certain enemies that had a habit of juggling or grinding up against the player for multiple hits have a new safe-guard in place to help prevent this
Performing another action while voluntarily drinking a potion now cancels the drink. Jumping is still allowed while compulsively drinking; all other actions are prevented
The grace-period on the floor Down has been removed
Churchbell shields now give 99% damage reduction to everything inside them and last for 10 seconds
Gold Tooth now only procs on gold pickup instead of gold gain
Cursed Jars now randomize when they spawn Wisps
Hidden room entrances will no longer be covered by large rocks in the Halls
Gargoyles now have North and South facings so that it is easier to tell when they plan to attack in those directions
The visuals on store discounts have been slightly tweaked
Throbo no longer splats pilfers (permanently at least)
The dogs have a deeper woof
Improved the performance and visuals of oil
Dramatically lessened Noori’s memory requirements, which should result in fewer performance spikes during the fight
The invulnerability buff granted by killing a boss now prevents damage from Waking Light
Lucent Imp projectiles now immediately orient towards their target and change color when finished seeking
Hidden room staircases now destroy the grass around them so they’re easier to see
The boss HP bar now appears over top of your relics, making it easier to see