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]