In this update2
Full notes
Full Shovel Knight Pocket Dungeon update
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What changed
- Fixes
- Balance
- Gameplay
- Performance
- Store
Shovel Knight Pocket Dungeon changes
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Version 3.0.3
Bug Fixes
Fixed bosses would jump when frozen
Fixed bosses would always jump when dealt 5+ damage, instead of during specific phases
Fixed Yetimeister dealt 4 damage during Tinker Knight’s quandary
Adjusted several eye placements for the “EYECANSEE” cheat seed
Fixed the Ceiling Crusher could drop down as soon as you respawn
Fixed flipped enemies not healing Specter Knight
Fixed Enchantress B fireballs not un-phasing invisishades
Fixed Mole Knight B wouldn’t lose the stache when receiving damage from bombs or unit attacks
Miscellaneous optimizations
Mod Support Fixes
Enemies' retaliation damage is now affected by “atk_extra”
Log limit increased to 240
Log now properly prints structs and arrays
Traps created by IGGE now have proper “trap_id”
oProjectile now has “dmg” variable
Added preview art for “sideroom_valentines”
Added get_quandary_index()
Fixed modded quandaries with an index higher than 5 not spawning properly
Fixed “item_dx” and “item_dy” not being set when trying to aim a modded item
Fixed all animations being set to idle if you play as B skin while wearing a modded character helm
Added update_growth_gem()
Burners will no longer damage the player when “active_trap” is set to false
Fixed hub dialogues not being loaded properly when modding a base knight
Multiple mods can now modify lvl_order
Fixed a crash when loading a boss unit without prefab.gml
Fixed joustus cards for default units mods not working correctly
Fixed “has_balloon” wouldn’t protect you from traps
Added custom music support for modded marathon quandaries
Fixed “create.gml” not running when shifting into a modded knight with Shuffle B
Fixed “dialogue_loop” not playing for modded knights in hub
Added the “extras” section to the guidebook
Source
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