Full notes
Full Spelunky 2 update
Read the full published notes in a cleaner layout. The original post stays linked below.
What changed
- Fixes
- Gameplay
- Events
- Balance
- Store
- Performance
Fixed issue where stomping an enemy on a tight corridor could sometimes crush the player
Fixed issue where mounts were sometimes being crushed when trying to squeeze into tight gaps
Killing a certain miniboss in a certain blood moon zone will now drop a jetpack
Removed powerpack reward from a certain special Kali's altar in that same zone
A non-flying boomerang thrown by a player will now enrage vendors and NPCs
Paste bombs can now stick to floating orbs
Prevented players from riding a mount when they are bubbled
Ghosts no longer change hitboxes on being flashed by the camera
Fixed rare case where the Moon challenge could not spawn
Prevented mounts from jumping when their rider was using the mattock
Prevented hoverpack from turning off on being inked
Prevented hard boss from moving inside the level walls
Fixed issue where witchdoctors' voodoo attack could damage a player after they've revived with the Ankh
Tutorial can now be played in local coop
Waddler's storage floors will no longer activate on items until the items stand still
Dice shop prize list will now be deterministic among seeds
Added invulnerability frames to both Humphead's Hired Hand and present
Fixed issue where some pieces of rope weren't correctly being tagged as being from the player
Fixed gravity for stunned entities thrown by the pitcher's mitt on recovering from the stun
Fixed possible crash when Olmites were on top of a pushblock
Prevented tutorial signs' buttons from disappearing when the buttons prompt option was disabled
Fixed issue where only one floating orb breaking sound was playing at the same time
Fixed Jiangshi assassin rotation on being frozen
Fixed sword-like weapons rotation on attacking while climbing up
Added platform to the basecamp surface eggship while playing coop
Added wake-from-stun sound effect to mounts
Long timers can now correctly show times up until almost 100 hours
Reset grub's speed on starting to evolve
Fixed boulder's death cause
Fixed a set of extremely rare collision bugs
Added a couple of fields to the struct made available for AutoSplitting, exposing information about resets and door triggers. The layout should remain backwards compatible
Added command argument to use the old flip mode `-oldflip` for people having performance regressions after the 27th of January patch
Improved renderer initialization, this should fix being unable to boot the game after the 27th of January patch. If it doesn't, see previous change
Fixed case where the AI got stuck in a loop trying to attack an enemy
Fixed some issues in the AI path calculation
Prevented AI from getting stuck on thorny vines
Fixed AI being unable to jump over some thorny vines
The AI will now take into account if the Hired Hand fits through the hole when treating with shields and push blocks
Improved how the AI attacks to prevent attacking with the rear part of the whip to tiny entities (like bear traps)
Improved falling platform handling for the AI
Prevented AI from shooting or throwing when it is too close to the player
Prevented AI from trying to break some fragile floors using the eggplant, scepter, clone gun, teleporter, camera, or webgun
Improved falling damage prevention for the AI
Prevented AI from jumping into lava under certain circumstances
Prevented AI from just falling into death without reacting under certain circumstances
Online beta changes:
Some special crowns will now drop from players upon death
Fixed issue when the Ankh gets triggered while a player
Source
Changelog.gg summarizes and formats this update. How we read updates.
