Patch Notes: 1.20.2a

Spelunky 2

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.

[list] [*] 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 [/list] Online beta changes: [list] [*] 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 [/list]