Patch 8b Lukewarmfix
Additions:
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Added red soul orb to spawnables
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Holding space or the dash button will now fast-forward through text scrolls
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Added a tablet that appears in the Mysterious Druid Knight's sarcophagus after the fight
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Added an early access end screen after 4-4
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Updated the visuals for dual wield orbs that count as secrets and red orbs that don't count as secrets to have a clearer consistent visual language
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Skipping a cutscene will now charge your weapons up to the amount where they would be charged if the cutscene hadn't been skipped
Sisyphean Insurrectionist changes:
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Sisyphean Insurrectionist parries now heal and give the parry style bonus
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Sisyphean Insurrectionist Cyber Grind special token cost has been reduced back down to 1
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Sisyphean Insurrectionist health has been slightly increased (60 -> 75 normally, 90 -> 110 in 4-2 boss fight)
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Sisyphean Insurrectionists will now instakill enemies they fall on
Nailgun changes:
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Improved nail physics
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Magnets now get automatically destroyed when the enemy they're attached to dies
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Fixed bug where nails would disappear after 5 seconds even if being pulled by a magnet
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Very slightly reduced blue nailgun's base damage (0.225 per nail to 0.205)
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If a nail hits a dead enemy, it will no longer attach to it if in the radius of a magnet to stop corpses from ruining nail traps
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Magnets attached to enemies are no longer breakable to avoid accidentally breaking them while shooting at the enemy with a hitscan weapon
Bugfixes:
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Fixed bug where red explosions didn't deal double damage to living enemies
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Fixed explosive projectiles (Hideous Mass and Cerberus) not colliding with the environment
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Dual wielded charger revolvers no longer mismatch charge amounts
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Fixed Mindflayers not giving the "BIG KILL" style bonus on death
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The blue skull arena Malicious Faces in 4-2 as well as The Cerberus, Malicious Faces and Hideous Mass in 1-3 are now lit correctly
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Reduced the first 4-2 Stalker's preparation time from 5 seconds to the previous 3 to avoid unnecessary waiting on replays
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Fixed a bug where a Cerberus' projectile throw would sometimes hit the Cerberus itself
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Malicious beams (Face and railcannon) will no longer explode on a coin instead of reflecting/chargebacking if the beam just barely misses the coin hitbox
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Fixed 4-4 outro getting fucky if the player dies while V2 is flying off at the end of the second phase
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Fixed the spawner arm preview for Cerberus
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Fixed small gaps in the Sandbox lake geometry
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Fixed a visual bug where the second weapon would be positioned incorrectly if the player picked up a dual wield powerup while holding a book
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Swordsmachines in the Cyber Grind now also become red when enraged
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0-2 Swordsmachine teases no longer unlock its bestiary entry
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0-2 classic-style dead husk decorations no longer unlock the Cerberus bestiary entry
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The aura around virtues in their first appearance in 4-1 no longer stops emitting after a couple of seconds
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Fixed the 4-4 to main menu black screen still happening in specific circumstances
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Fixed a culling issue with the Schism and Swordsmachine, causing them to become invisible at the edges of the screen
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Hideous Mass will no longer lose the sandification glow effect when enraged
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Improved performance on 4-4 V2 fight
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Fixed an issue where sliding into the level exit pit in a specific way would cause the player to get stuck
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