Patch notes 1.20.1d:
[list]
[*] Fixed issue where mounts were having a hard time squeezing into platforms
[*] Fixed player's color when leaving an underwater door
[*] Fixed issue where spiders that spawned from a pot were hanging from nearby roofs
[*] Fixed issue where falling platforms were being triggered by the wrong things (such as blood)
[*] Small tweak to the Ice Caves' yeti caves entrance layout
[*] Added missing tunnel transition decoration towards a shiny treasure world
[*] Removed incorrect facing laser trap from a certain palace's treasure room
[*] Fixed artifact on Pilot's character
[*] Fixed initialization error with some old graphics cards
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Patch notes 1.20.1c:
[list]
[*] Fixed an issue which would cause the daily challenge to restart shortly in some setups
[*] Fixed issue where players were sometimes being unjustly crushed just by having platforms nearby
[*] Players can now let go of a rope while attacking
[*] Fixed whip issue when jumping and attacking on a 1 tile high corridor
[*] Fixed issue where being damaged while holding the jump button could later trigger a jump if button isn't let go
[*] Fixed issue where dying after a long fall while wearing the ankh would make the player do a small jump after being revived
[*] Players now recover control slightly sooner after leaving pipes
[*] Slightly reduced the time before a player can grab a rope
[*] Fixed issue to prevent players from being dropped from a rope when attacking right after throwing something
[*] Fixed issue where the throwing animation made players unable to move through platforms while climbing ladders down
[*] Fixed issue where players with the climbing gloves could accidentally grab falling platforms far away from their physical collider
[*] Fixed issue where standing on a falling platform while hovering with a hoverpack prevented the platform from falling
[*] Fixed issue where players could sometimes miss a stomp right after leaving a pipe
[*] Tweaked stomp margin so it should hopefully feel safer to use
[*] Tweaked lavamander's hitbox
[*] Slightly tweaked bats' and vampires' flying hitbox shape
[*] Tweaked grub's hitbox to better match their sprites
[*] Widened floating orb's hitbox just slightly so it can be hit by the whip right from below
[*] Hermit crabs starting to climb will now smoothly switch hitboxes so they don't make players miss stomps
[*] Fixed issue where creatures could sometimes move while outside of the level bounds
[*] Broken arrows will hopefully no longer be the bane of your existence (tweaked depth)
[*] Fixed issue when necromancers revived a creature that had just been tossed by the Pitcher's Mitt
[*] Fixed issue when necromancers revived a pet while another creature was holding it
[*] Opening crates by using up+attack now tosses the contents forwards so they can more easily be skipped
[*] Fixed issue where items stuck to honey could sometimes slowly fall down
[*] Fixed issue where chained blocks could still be pushed
[*] Setting an on sale equippable on fire now correctly angers its vendor
[*] Fixed issue where certain events that didn't trigger a defensive response from vendors could eventually kill them without ever dropping their weapon
[*] A player that's hanging from the base of a giant clam will no longer be crushed when it closes
[*] Fixed issue where players wearing Vlad's Cape got stunned when jumping away from other players' hands
[*] Certain closed back layer rooms will no longer have blocked paths generated towards them
[*] Floors now also trigger falling platforms
[*] Lava will now cook dead turkeys as well
[*] Fixed issue where bear traps weren't triggering when put over certain floors (such as the sliding walls)
[*] Fixed issue where cavemen could sometimes harmlessly pick an armed bear trap up
[*] Fixed issue where tossing a creature against upside-down spikes with the pitcher's mitt prevented the corpse from falling back down
[*] Octopus will now only inflict vertical toss and stun damage when actually damaging from above
[*] Fixed issue where certain wall torches could keep on igniting on a loop after being put off
[*] Fixed issue when a player wearing the pitcher's mitt tried to toss the light arrow while riding a mount
[*] Fixed issue where a falling platform could get dragged down by a pushblock and not explode on contact with the floor
[*] Fixed issue where fire frogs triggered by players left Waddler in a bugged angered state
[*] Teleporting inside the back layer room of the vault now always correctly angers shopkeepers
[*] Pushing the imp's lava pot with a shield or by any other means now forces it to drop
[*] Firebugs can now be correctly pushed away from chains
[*] Fixed issue where helmet Olmites could sometimes still be stomped
[*] Fixed issue where stealing from a shop made backpacks have extra invencibility frames that other items (such as bomb bags) didn't
[*] Fixed issue where an in-flight sorceress' dagger could still spawn an enemy after the Sun Challenge completes
[*] Fire frogs no longer explode when shattered after being frozen
[*] Red skeletons are now also considered undead and can therefore be killed by the camera flash
[*] Being killed by a red skeleton now uses the same death message as the regular one
[*] Fixed issue where mosquitoes could sometimes get stuck infinitely on the corner of a tile
[*] Fixed frog trap generation so they don't create paths that require resources
[*] Fixed crash when dice were brought into a portal
[*] Fixed issue when a monster wakes up while on hands of a player that's riding a mount
[*] Shields no longer protect from witch doctors' voodoo attack (also fixes a related teleporting issue)
[*] Prevented certain floor tiles from spawning right above platforms
[*] Fixed Au's robe flipping during his walking forward animation (and his head moving one pixel to the side)
[*] Fixed Van Horsing's hat poking out of the frame on one frame of his throwing animation
[*] Fixed several blocked paths (many related to coffin rooms)
[*] Fixed issue where blowing up a pipe while inside left your equipped item looking smaller
[*] Deployed parachutes can no longer be cloned
[*] Blowing up a certain altar after a specific sacrifice will no longer halt the transition to a certain world
[*] Fixed issue where paused time wasn't being added on certain scenarios
[*] Renderer tweak, might make the game run smoother on certain scenarios (updated Windows 10 swap flip mode)
[*] Fixed broken tree texture artifact
[*] Fixed issue where the HUD wasn't hiding after taking off with the ship
[*] Slight tweak that will hopefully make the renderer pick the correct screen frequency
[*] Made available a structure to make developing autosplitters less annoying
[*] Fixed issue where particles were suddenly disappearing
[*] Fixed a memory leak related to liquids
[*] Updated credits title
[/list]
Online Beta Changes:
[list]
[*] Certain item outputs (such as when opening a pot) will now be decided at generation, making the experience more stable across runs and during online rollbacks
[*] Fixed an issue which would allow players to wrongly unlock achievements and journal entries during prediction phase of rollback
[*] Dying in an online run now keeps the camera in place for a couple of seconds so players can get feedback of what killed them
[*] Fixed issue where players could be given the wrong amount of bombs/ropes after a player had disconnected from an online run
[*] Fixed issue where online players disconnecting after their coffin had been created could lead to uncontrolled situations
[*] Player coffins will now generate in levels 10, 50, and 90 of a certain world
[*] Fixed issue where a player disconnecting in certain situations could crash remote games
[*] Added support for Recent Players of players joining by invite code or steam invite
[*] Players that disconnect while wearing the Ankh will now drop it first
[*] Disabled joining to the room you're already in via room code
[*] Cloned player coffins will now become hired hand coffins
[*] Fixed camera glitch when reviving during an online run
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