Spelunky 2 builds upon the unique, randomized challenges that made the original a roguelike classic, offering a huge adventure designed to satisfy players old and new. Meet the next generation of explorers as they find themselves on the Moon, searching for treasure and missing family.
Patch notes 1.20.1d:
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[*] 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
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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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