Patch Notes: 1.20.3a

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] [*] [url=https://open.spotify.com/album/2GgEDqQ26HZIEqP0GQACly]OST is now available on Spotify![/url] [*] Fixed rare case where mounts were being crushed [*] 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 [/list]