Full notes
Full Bud Spencer & Terence Hill - Slaps And Beans 2 update
Read the full published notes in a cleaner layout. The original post stays linked below.
What changed
- Gameplay
- UI and audio
- Fixes
- Maps
- Balance
Bud Spencer & Terence Hill - Slaps And Beans 2 changes
- Level Sport CenterImproved combat in the football field.
Level Cuba: Car sounds was abruptly stopped without a fade.
- Level MarketAdded new foreground elements more consistent with the level's style.
- Level MarketAdded parallax movement to the foreground.
- Level MarketFixed a potential game-breaking bug when performing a specific sequence of actions during the boss fight.
Story Minigames: Now, when losing a minigame in the story, you can replay it directly without having to watch the previous cutscenes again.
- Power-upAdded sounds when collected and used.
- Level MarketDisabled the last elevator lever after both players have descended.
- Level ChinatownAdded enemies in the betting room scene.
- Level EstateChanged Ruffini's colors to make him more recognizable.
- Level BowlingAdded NPCs/extras in the bowling environment.
- Level BowlingAlso added NPCs/extras outside the bowling alley.
Level Bowling: The CPU no longer followed the player up the final staircase.
Level Theater: Made the military colors more consistent.
Level Cuba: Revised the level to fill it with interactive and destructible elements.
- Level CubaAdded reflective effects to the glass.
Checkpoints: Reviewed all checkpoints for the player in story mode, making them more consistent with the game's difficulty spikes.
Level Theater: The character switch icon remained on-screen even after finishing the relevant level section.
- Minigame PelotaFixed some minor visual sorting issues with visual effects.
- Minigame Tris CardFixed the font that had incorrect number outlines.
Minigame Results Menu: The final screen of the party game is not soundified.
Party Game Results Menu: The trophy panel at the end of a minigame has no audio.
Minigame Bananaboat: When winning with the alarm icon, it remains even when going to the map.
- Minigame TrainingFixed a graphical glitch that could be seen in the background of the tutorial.
Party Game Results Menu: Clicking retry sometimes caused the game to freeze when the cooldown reached zero.
- Level VillageFixed some objects that trembled slightly during the initial pan in the opening credits.
- Level TheaterFixed boss-related errors.
- Level TheaterCorrected the directional hints; in some parts of the level, they pointed in the wrong direction.
Added a cooldown to Bud's "melee" attack.
Level Theater: Bugner can no longer block Terence while hanging from the beams (could lead to blocking bugs).
- Level CubaAdded sounds to environmental interactions.
Updated the latest texts added in Spanish, Portuguese, and French.
Draggable Objects: Starting a cutscene while Bud was dragging a crate could cause the game to freeze.
- Level EstateFixed various overlaps between many breakable elements with the background veranda sprites.
- Level CIAFixed some sprite sorting issues in the environment.
Enemy Spawner: Sometimes, when enemies entered the scene with a jump, they "shook" for a while.
Level Chinatown: Resized the boss fight hint bar to avoid covering the elevator below.
- Level MarketFixed a graphical glitch that showed Bud and Terence's shadows behind some crates.
- Level ChinatownCorrected graphics sorting issues.
Level Chinatown: Balanced the number of enemies in some brawls.
- Level TheaterFixed some collisions (characters could pass through certain obstacles).
- Level TheaterFixed interaction with the Violin (could be interacted with multiple times, even during combat, causing issues).
- Level TheaterAdded some missing ambient sounds.
- Level Military BaseCorrected enemy uniforms inside the base.
Level Military Base: Agent Tufano sometimes didn't properly follow Bud and Terence, leading to logical blocks.
Level Military Base: In the helicopter environment, enemies and fallen objects sank into the ground.
Level Military Base: Made the collision with the initial pipe more consistent.
- Level ChinatownFixed a group of enemies that could be attacked from a distance without reacting.
- Level ChinatownAdded hint FX for some objects to hit to progress in the story.
- Level TheaterCorrected some of Terence's interactions with the boards above the catwalk.
- Level TheaterFixed a game-breaking bug that prevented descending from the catwalk behind the theater.
- Level TheaterFixed a bug that sometimes made enemies "fall" between floors.
- Enemy BugnerFixed the bug that occurred if Bugner chained Bud while he was dragging an object.
- Level Military BaseFixed a game-breaking bug when climbing the ladder to the upper floor before defeating all enemies.
Level Bowling: It was not possible to unlock the achievement on the bowling lane.
- Level Military BaseFixed situations where the alarm sound was not audible.
Level Theater: Terence could jump from a platform earlier than expected, blocking the game's correct progression.
Fixed some elements at resolutions different from 16:9.
Minigame Bananaboat: With certain types of controllers, the right stick controlled both Bud and Terence.
Minigame Bananaboat: Losing the minigame in story mode could cause the game to remain stuck.
- Minigame BananaboatFixed graphical imperfections in reflections on the water.
Level Market: In the miniboss fight, a hint appeared for the CPU player as well.
Enemy Biker: The "punch" sound was missing when hitting enemies on motorcycles.
Enemy Biker: Motorcycles had a double shadow.
Balancing: Cue sticks are no longer damaged if thrown by an enemy, only when used by Bud and Terence.
Balancing: Healing items or cue sticks on the ground can no longer be kicked.
Fixed issues that arose when two enemies grabbed Bud while dragging an object around.
- Level MarketFixed a visual glitch that occurred when dying on the warehouse rooftop.
Level Market: Some enemies would "jump" from the upper floor, potentially creating a logical block situation.
Level Cuba: If an enemy was hit by a barrel while holding Bud, Bud could remain permanently stuck.
Level CIA: Enemies could unlock an achievement instead of the player.
The music could remain muted when returning to the menu during certain cutscenes.
Minigame Memory: The difficulty was not linked correctly to the game; it always started on Easy.
Level Military Base: Agent Tufano sometimes tried to walk toward enemies off-screen.
Source
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