Patch Notes: 1.20.3a
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Fixed rare case where mounts were being crushed
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Getting unjustly crushed by a sliding wall should now be considerably harder
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Vendors and NPCs will now anger if the player drops their backpack on them
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Prevented thrown entities from being crushed when thrown on a ceiling while the thrower is riding a mount
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Fixed online progress being wiped on closing the game after a run
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Capes and jetpack now deploy when pressing jump and attack buttons at the same time
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Cape will now remain deployed on shooting a weapon
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Added previous Palace of Pleasure's laser trap back (pointing to the correct end this time)
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Fixed jungle sisters and thief reappearing alive after being killed
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Fixed jungle sisters not enraging on killing them with one single hit
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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
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Prevented frozen vendors from spawning their weapons on throwing a bomb inside the shop, on webbing them or on breaking a shop tile
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Killing the merchant with one hit will now make her disappear with a smoke bomb as well instead of leaving a corpse
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Vendors and NPCs now detect active floors and are able to jump over them to chase the player
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Prevented spring traps from trying to move a shooting UFO or a walking bee
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Shields now protect against hard boss' fireballs
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Fixed case where the water was not affecting some entities thrown by the pitcher's mitt
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Fixed caveman boss state after being flashed while he was jumping
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Fixed weird caveman boss' bouncing
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Fixed held entities' depth on throwing a bomb and, then, jumping while climbing
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Fixed the conveyor belt when a player, hanging from a falling platform, landed on it
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Fixed climbing hermit crab state after being frozen
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The mole will now retreat if it collides with a shield while it is exiting from the floor
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Prevented powder kegs from exploding when an on fire entity "touches" it on a corner through the floor
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Slightly increased bats' hitboxes while hanging so boomerangs won't miss them when thrown very close to them
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Prevented sticky bombs from attaching to a bow's arrow of a player being held by the thrower
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Explosions now affect held creatures and fragile items
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Fixed wild mounts state after riding them twice very quickly
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Spark traps will now also affect unequipped backpacks
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Prevented spark traps from igniting torches while inactive
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Opening presents by using up+attack now tosses the content forwards so they can more easily be skipped
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Players can now carry a golden monkey through pipes
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Shop lamps can now be cloned
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Excalibur and broken Excalibur now affect armored Olmites
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Fixed lavamander's light when bubbled while turning incandescent
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Fixed visuals of the last part of a vine when a new one started just below
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Improved plague event performance
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Prevented a certain monster-dropped jetpack from exploding due to subsequent explosions
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Fixed issue where player coop coffins were sometimes not spawning in a certain purple world
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Bear traps can now crush corpses
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Fixed the Udjat socket button icon after enabling it
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Prevented auto-jump on holding jump button to turn off a hoverpack being too close to the ground
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Fixed run recap survived-death message on sacrificing in a specific location
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Prevented bombs and ropes usage when a riding player is crossing a door
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Fixed sorceress' attack state on being webbed or bubbled
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Prevented pushblocks from dragging flying entities
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Fixed backpack not activating when pressing the jump button twice very fast
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Improved Arena pre-match screen and in-level countdown
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Fixed flying arrow state after colliding with honey or sticky traps
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Duplicated pickup items can now be picked up in multiplayer mode
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Fixed crash in the last level when only one player was alive and it disconnected (and other possible related crashes)
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Untamed frozen mounts can now be picked up
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Chained spike balls and falling platforms can now kill floating orbs
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Fixed horizontal speed on throwing something with the pitcher's mitt while the player's riding mount is crouching on a tight corridor
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Added close message to the tutorial's journal
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Fixed case where the spike ball trap and the falling platform were pushing entities instead of damaging them
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Fixed random crash
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Players can now look up and down while using the hoverpack
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Prevented gold monkey from spawning potentially infinite treasure on picking up and dropping it continuously
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Fixed ink effect while being inked while a previous effect was already disappearing
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Fixed rare case where the ending scene was not triggering and players kept walking forever
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Prevented metal arrow from sticking on the top of Olmec when Olmec is jumping
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Fixed witch doctor skull creation when being revived by a necromancer
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Laser traps now also detect mounts' riders
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Fixed frozen hang spider state on bouncing on a floating orb
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Fixed bug on angered Vendors and NPCs which was preventing them from jumping when they had a platform above them
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Fixed some cases where the ankh was being triggered at the same time as a transition, causing some blocks
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Prevented Arena's monsters from moving during the initial countdown
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Bombs will no longer switch ownership so easily
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Dirk, Au and Pilot coffins will now always spawn (containing a hired hand if they were already unlocked)
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Prevented monkeys from jumping over and over if they hit a shield during the first jump from a vine
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Added new option in Arena to set how much damage the whip inflicts (Warning: This will change the save game binary format)
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Added simple cosmetic minigame to the credits
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Improved torch fire in title scene and character selector
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Added cosmetic shooting stars to the base camp sky
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Reduced constellation's stars size in the base camp
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Constellation's lines are now visible when using the telescope
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Prevented invisible digging moles from triggering arrow traps
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Prevented players from being moved by conveyor belts while webbed
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Fixed wooden log trap's death message
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Fixed boomerang state if the original thrower disappears
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Explosions will now compromise the integrity of purchasable backpacks
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Fixed Tusk's dice shop spawn when having previously missed the thief
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Fixed shield not reflecting some sorceress' daggers
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Changed Arena colors to use the team colors
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Converted hold the idol's seconds counter into a countdown
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Landmines will now explode on touching lava
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Fixed certain cloned follower's held item on changing level while the original follower remains sleeping in a certain place
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Prevented falling platforms and sliding walls from getting on fire
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Prevented ghist from killing players ignoring the invulnerability frames of crossing a door
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Throwing a rope while crouching will now always create the rope on the next tile
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Fixed movement of spike ball trap, sticky trap, and tentacle trap under some circumstances
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Fixed held's visibility on exiting from a layer door in coop without actually crossing it
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Fixed main menu issue when players got disconnected from online matches
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Prevented parachute from deactivating on throwing something while deployed
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Fixed some blocked paths
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Fixed some little texture artifacts
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Fixed case where a spark trap was generating too close to the entrance in certain looping levels
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Hired hands won't jump from the player's arms until reaching a secure position
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Fixed some cases where the AI was jumping directly to danger (thorny vines, lava, spikes...)
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The AI will now check falling damage while wandering as well
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The AI will now take into account some dangerous entities (like acid bubbles)
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Fixed AI's spear trap handling
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Prevented AI from trying to go through breakable floors from just above
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Improved whip usage for the AI, giving more margin on attacking monsters to prevent getting hurt
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Hired hands won't fight giant fish anymore
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Fixed monster about to wake up detection for the AI
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Improved AI security on handling blocks about to regenerate
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The AI will now take into account the player position before breaking any breakable tile
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Fixed some easy jumps for the AI
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Fixed hired hands' state while underwater
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Hired hands can now be picked up while in shops
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Waiting hired hands now follow players as soon as they leave a shop
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Prevented hired hands from using an exit door
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Prevented hired hands from trying to pick up a riding monster
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Fixed hired hand jump over some stuck dangerous monsters
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Improved AI target handling after detecting some danger in the path to the current target
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Improved how hired hands handle plasma cannon to prevent some catastrophes
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Fixed unarmed crossbow handling for the AI
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Prevented hired hands from using weapons or shields inside shops
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Hired hands will now fight untamed dangerous mounts
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Hired hands will now pickup tamed mounts
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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
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