Full notes
Full Spelunky 2 update
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What changed
- UI and audio
- Fixes
- Balance
- Gameplay
- Store
- Performance
Spelunky 2 changes
The second jump of mounts can now be shortened if the player releases the jump button
Fixed stomp's jumping speed after Vlad's cape double jump
Fixed issue where hanging on a ledge would prevent the player from correctly stomping on an enemy that was nearby
Previous grace period that prevented players from collecting gold right after using a door now only applies while on the door tile. This prevents regular-run players from constantly missing gold while giving nogold-run players still the chance to dodge it
Wooden shields no longer push stuff inside walls and will now correctly break when trying to crush things other than critters, small gold nuggets, pots, skulls, mosquitoes and leaf-like entities
Hard boss' portal bounds will now increase progressively along with the visuals
Slightly increased portal visuals' size to better match its physical range
Fixed issue where Olmec was sometimes breaking floor tiles that it was only barely scratching
Fixed previous physics fix oversight (should now make incorrect crush hopefully less common)
Quicksand will now cancel the pitcher's mitt effect on thrown entities
Fixed paste bomb's gravity when it has been thrown by the pitcher's mitt and the attached-to entity disappears
Camera can no longer flash entities that are inside pipes
Pushing the bear trap's gold nugget away (by using a shield, pushblock, etc.) now correctly detaches it from the trap
Prevented players from grabbing Excalibur from other players' hands
Reduced invulnerability frames for monsters after being damaged by firebug's fire
Fixed more cases where the player was being unfairly blamed by a shopkeeper
Player-activated robots will now enrage vendors if they explode inside a shop
Vendors will now anger if you whip out of the shop bomb bags and bomb boxes
Fixed certain crown teleport when the player is on a pipe
Prevented robots from being poisoned or cursed
Lava will now destroy floating orbs
Prevented Hoverpack from being activated when it is not equipped
Fixed hermit crab's shape on being stunned or dead while hiding or emerging (fixes issue where crab became undamageable)
Improved performance in the base camp
Slight "Low visual effects" performance improvement
Fixed Qilin state on spawning on a tight space
Prevented players from receiving fall damage after being slowed down by the water
Fixed velocity reset of equippables on desale
Dice shops will no longer reward previously rewarded items
Prevented golden keys from spawning inside shops
Fixed issue where using a certain ship could sometimes make players pick treasure up accidentally
Prevented clone gun shot from cloning leaf-like entities
Idols can now be deposited in some special world's doors
Loading the light arrow on a bow will now unlock the arrow's journal entrance
Hired Hands will now detect nearby paste bombs
Fixed Hired Hands' door usage when there was a rope in front of the door
Prevented Hired Hands from fighting crabmen
Prevented Hired Hands from performing ledge-flips if they have any held item
Hired Hands will now try to wait outside shops
Prevented Arena AI from considering some useless pickups
Prevented Arena's AI from getting stuck on picking up continuously any two different equippables
Prevented AI from trying to pick up an already equipped backpack
Brightness now only affects ingame, fixing the issue where certain UI elements were unreadable on extreme brightness values (currently shows no change on the settings menu)
Fixed lamp fire state on carrying it to the next level
Added proper rubble to the different coffin styles when they break or open
Source
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