Patch 1.1.3
Major
- Optimizations for physics and projectiles; the focus was on large bullet attacks (e.g. Gorgun's scream, Kill Pillar’s circle attack), but this has produced performance gains across the board
Improvements/Balance Changes
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The Elder Blank is now usable while dodgerolling
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Continue is now the default title screen option if you have an available midgame save
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Table Tech Rockets and Melted Rock explosions no longer damage players
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Bullets are no longer stopped by torches
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Enemy self destruction (e.g. Mine Flayer mines, bells) no longer recharges active items
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Explosive Pyre and Final Attack no longer affect Ammoconda spawns, Blobulins or Poisbulins
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Blobulon Rancher no longer triggers when shooting enemy bullets out of the air
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Hegemony credits will now drop when doing a Blessed + Double Challenge mode run
Bug Fixes
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Fixed an issue where the Empty Bottle couldn’t pick up some hearts (ones that spawned inside a locked chest room)
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Fixed an issue where using the Prototype Teleporter immediately after entering a new room could lock the room permanently
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Fixed an issue where the blank shrine would spawn reward chests on top of each other
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Fixed an issue where destroying the High Priest homing skulls with some weapons would result in the burst spawning near the player
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Fixed a soft lock caused by the Devolver and the Blobulord boss
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Fixed multiple issues with Lament Configurum spawning enemies in odd places
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Fixed an issue where Full Metal Jacket would stop working after picking up the Badge or Broccoli
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Fixed an issue where Forge Hammers and Gatling Gull rockets could damage the player while they were falling into a pit
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Fixed an issue where Mine Flayer could get stuck in walls
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Fixed a bug which caused Daisuke to ask for 6 credits to activate double challenge mode after the cheaper challenge mode prices are unlocked (30 attempts)
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Fixed an input issue with the Directional Pad
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Fixed an issue where Helix Bullets could cause guns to instantly reload when switched
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Fixed an issue where invisible pot fairies could spawn in some Challenge Rooms
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Fixed an issue which caused Casey to drop in odd locations
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Fixed an issue which caused some rooms in the Abbey to remain open while enemies were present
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Fixed an issue where Tailor was requesting the wrong shortcut materials in Polish
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Fixed an issue where you could get stuck in the Wallmonger if you used certain items
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Fixed an issue with Bullats and the Final Attack challenge modifier
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Fixed an issue which Blobulon Rancher spawning enemies through walls (in a small number of rooms this could soft lock the player)
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Fixed a soft lock caused by pressing buttons on the Ammonomicon's death screen too quickly
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Fixed the Unsteady modifier
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Softlocks during dungeon generation can now be recovered using the Continue button on the title screen
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Stunning Blue Shotgun Kin in the middle of their attack now correctly prevents their second blast
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Fixed an issue where the speedrun timer would start with time on the clock after a Quick Restart
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Fixed a minor exploit where the Bullet could be used to play without starting the speedrun timer
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Fixed an issue where the Robot could be killed by electrified water while in the High Stress near-death state
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Fixed an issue where Final Attack didn't affect enemies in reinforcement waves
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Fixed an issue where doing the F8 sprite refresh didn't fully fix projectiles
Hotfix 1
- Fixed an issue preventing projectiles from reflecting properly (this also causes a soft lock in the bullet's past)
Hotfix 2
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Fixed an issue where the Crest wouldn't always spawn correctly in the Oubliette
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Fixed an issue where the shortcut elevators could become inoperable
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Fixed an issue where Lead Cubes could keep contact damage if disabled at a certain point in their attack.
Hotfix 3
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Fixed a physics issue which could cause players to get stuck in objects in the Breach
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Fixed a physics issue which could cause the game to slow down to an extremely low frame rate, possibly followed by a crash (thanks CachoTognax for the detailed info!)
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Fixed an issue with Unknown Controllers which could prevent the left stick's input from being recognized in the slow motion gun select menu
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Fixed an issue where opening the slow motion gun select menu while entering a boss fight could cause a soft lock
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