Patch notes: 1.21.0c

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.

[b]Gameplay[/b]: [list] [*] Fixed teleport [*] Players can now use doors during the throwing animation [*] Fixed Vlad's cape double jump on jumping from a rope while attacking or throwing a bomb [*] Players are now able to whip against a fragile floor while climbing it with climbing gloves [*] Prevented vendors from angering on touching honey during their patrol phase [*] Prevented vendors from increasing wanted level when their corpses get destroyed by a snap trap [*] Fixed case where players were not being blamed when they caused a UFO to explode in a shop [*] Prevented vendors and NPCs from blaming the player if they receive damage from a corpse thrown by themselves [*] Prevented player corpses from stomping monsters [*] Prevented on sale held backpack from being dropped when the vendor gets angered and the player already has the same backpack equipped [*] Fixed players not being able to grab paste bombs attached to their bodies under some circumstances [*] Improved cobra's acid spit to make it more unlikely to affect the player when the player had just stomped the cobra right as the spit had just spawned [*] Prevented spring trap from pushing the punish ball if the ball can break floors [*] Prevented chained spike ball from damaging the player when the player is climbing down its chain while the ball is falling [*] Prevented sticky trap from trapping players that are entering into a pipe [*] Sparrow will now drop a rope pile instead of a single rope [*] Added a reward on finishing Sparrow's quest [*] Fixed issue where challenge rooms might not spawn when coop player coffin rooms had to be created [*] Fixed bomb thrown by the pitcher's mitt being trapped on a body armored olmite, bouncing back and forth [*] Prevented monsters spawned from special coffins from dropping any treasure [*] Prevented dice from being stolen in coop just holding them in the shop while other player leaves the level [*] Fixed dice shop reward position on carrying two different dice from another level [*] Climbing gloves now protect against thorny vines while climbing [*] Fixed double jump on attacking and jumping at the same time (visually noticeable when having spring shoes) [*] Fixed Kali giving duplicated items to the default player under certain circumstances [*] Prevented player from being killed by reversed spikes when the player enters the spikes touching the ceiling while using a jetpack [*] Prevented cat mummy from disappearing when colliding with a blinking player [*] Fixed Olmites teleporting inside floors on being attacked when they are on an elevator [*] Reduced mole iframes [*] Added iframes to present's content [*] Fixed boomerangs not being whippable under some circumstances [*] Underwater coffins should no longer deal damage when bouncing [*] Fixed shield position after using a pipe [*] Added treasure picking iframes after using a pipe [*] Fixed mattock being unable to break a push block if the push block was over a door [*] Prevented vendor's coins from spawning inside floors [*] Fixed powderkeg exploding when placing a bomb on it [*] Fixed jump delay on attacking and jumping at the same time while climbing [*] Fixed turkey's neck not damaging entities on attacking while the rider has unmounted [*] One vault should now always appear once on each theme [*] Ghost split timers changed from 30s/30s to 60s/30s [*] "Big Spender" discount increased to 10% (up from 5%) [*] Skeleton Key now also opens Udjat's Eye chest [*] Bouncing off of enemies while stomping slightly increased in order to be able to reach certain ledges [*] Firebugs will no longer spawn below the drill making it slightly easier for players to go down more safely [*] Player ghost blow can now move vendors' corpses [*] Fixed turkey not being cursed on breaking a cursed pot with its head attack [*] UFOs in attack mode will now be affected by the camera flash [*] Fixed butterfly state after being moved from a vine with a shield [*] Webs will now fade out when the player is pushing a block through them [*] Prevented totem traps from triggering by a mole digging [*] Fixed issue where stunned players were still sometimes stomping enemies [*] Fixed issue where players tossed against other entities were using the stomp damage. [*] Fixed issue where the easy boss's scream could glitch when hitting a player that's holding a shield [/list] [b]Crashes[/b]: [list] [*] Fixed rare crash when completing the Sun Challenge [*] Fixed crash when the ending's NPC picks up a pickable item [*] Fixed telepack related crash [/list] [b]New features[/b]: [list] [*] Ending playable characters are now unlockable from daily runs [*] Added "Asinus" constellation suffix for True Crown wearers [*] Added Total Players count to leaderboards [/list] [b]Online / Leaderboards[/b]: [list] [*] Fixed block when a player with an Ankh in use is disconnected [*] Added controller vibration and taskbar icon flash when a new player joins the lobby [*] Optimized leaderboard cache [*] Ending a daily will now redirect to leaderboards [/list] [b]AI[/b]: [list] [*] Made hired hands more collaborative, preventing them from going for the same target at the same time [*] Fixed hired hands' pick up priorities [*] Added a short time margin to prevent hired hands from moving as soon as the level starts [*] Prevented hired hands from attacking targets that are being held [*] Fixed hired hands remaining motionless on losing the path to the player [*] Prevented hired hands from staying motionless on thorny vines [*] Prevented hired hands from trying to pick up entities placed on thorny vines [*] Hired hands will now drop the shield on being whipped [*] Hired hands will now drop the shield if they are about to crush a player [*] Prevented hired hands from fleeing from passive ghists [*] Improved detection and handling of falling damage (including falling on lava and some other dangerous places) [*] Improved hired hands' upward whip attacks [*] Prevented hired hands from changing their looking direction while attacking [*] Improved hired hands' attack to try to prevent them from touching the target during the attack [*] Prevented hired hands from shooting robots and body armored olmites [*] Improved hired hands' totem/lion trap handling [*] Improved hired hands' mosquitoes handling [*] Improved AI ceiling spikes' detection [*] Fixed hired hands not crossing a door while the player is already crossing it [*] Hired hands in lost state will now pick items up as well [*] Hired hands will now try to stomp monsters that can throw or shoot [*] Moved hired hands' safe point in Olmec to the entrance [*] Hired hands can now pick items up while resting in Olmec's lair [*] Improved hired hands' conveyor belt handling [*] Hired hands will now try to stomp mummy cats [*] Hired hands will now stay away from floating orbs [*] Cancelled hired hand's attack to a dangerous mount if it starts being tamed [*] Fixed certain child's state when he receives damage while he is sleeping in a certain place [*] Hired hands will now look for rebel hired hands while in stay put mode [*] Hired hands will now grab and throw paste bombs attached to their bodies [*] Hired hands will now stomp frozen players [*] Deathmatch AI will now search for sliding wall switches as well [*] Prevented deathmatch AI from trying to attack players on pipes [*] Fixed case where the AI was unable to attack players on a one-tile gap [/list] [b]Minor / Visuals[/b]: [list] [*] Killing easy boss with land mines no longer voids "Pacifist" [*] Fixed controller input mapping on switching slots in the character selection scene [*] Fixed a lot of wrong death causes [*] Fixed player rotation on passing from a rope to a ladder [*] Fixed player ghost suddenly disappearing in special tunnels [*] Fixed pet state in the tunnel after certain golden world [*] Added ceiling to doors during the tunnel transition on certain froggy themed levels [*] Prevented hit effects in Lahamu on attacking her with a sword-like weapon after killing her [*] Prevented thin ice platform from getting on fire by attacking it with a powerpack [*] The "So close" message will now appear only if the next zone still remains undiscovered [*] Fixed grub color values on evolving [*] Changed mounts journal's background [*] Centered Waddler image in the journal [*] Fixed on sale backpack looking direction on angering a vendor [*] Slightly improved popups look [*] Fixed old sister breath position on Ice Caves [*] Fixed run recap name and killed-by count for medium and small ghosts [*] Fixed names in the run recap for some traps [*] Fixed timed powderkeg not unlocking the powderkeg journal entry [*] Timed powderkeg's journal entry will now unlock on moving the idol [*] Fixed Kali's message on sacrificing [*] Fixed camera transition when players went in or out of the training grounds [*] Fixed weapon's depth after attacking and jumping at the same time while climbing [*] NPC dialog sounds are now still played even if dialogs are turned off [*] Aligned certain king's face [*] Fixed beehive tile [*] Fixed more artifacts in textures [*] Fixed Nekka's push animation [*] Fixed Au's long fall animation [*] Fixed Lamassu's face during the flying animation [*] Fixed some capital letters and typos in texts [*] Tweaked or added a couple of new room layouts in both the jungle and a certain froggy-themed world [*] Some more blocked path fixes [/list]