In this update15
Full notes
Full UnderMine 2 update
Read the full published notes in a cleaner layout. The original post stays linked below.
What changed
- Gameplay
- Store
- Events
- UI and audio
- Balance
- Fixes
UnderMine 2 changes
Peasants! Update 0.6.0 The Roost is out now! Welcome to the Roost, home of a fan favorite feature, the familiars. Discuss this new update with other players or the developers on Discord.
New Content
The Roost
The Roost is an unlockable room in the Hub that houses familiars. Familiars are helpful companions that can unlock new abilities throughout a run.
The Roost is unlocked via a quest offered by Beltrame, although it can technically be unlocked from the outset of the game
Familiars
Familiars each have 4 abilities. One is unlocked by default. One is unlocked only by acquiring the Egghinm's Scepter relic. Two others are unlocked via tasks.
Tasks require the player to perform some kind of action. Some are repeatable and can be unlocked over and over.
The player begins the game with the Canary familiar which now has new abilities.
The following familiars have been added:
Canary
Crackle
Clockwork
Noxx
Nicoise, Sorceress
Noctua, Minerva’s Owl
Regin, Siefried’s Companion
Thresh
New Shops
Two new shops have been added to the Undermine
Bomb Bros is run by Rook and Bishop and is bomb themed. It unlocks after Queen’s quest has been completed in the Archive. Don’t forget to talk with Rook in the Hub for a new blueprint!
Portimer’s Curiosities has also been added and will offer two random relics for the cost of giving up two relics. This shop unlocks after Portimer’s quest has been completed and he appears in the Hub.
Rabbit Hole Expansion
You may now play Black Rabbit’s Slingshot Gallery game from the Rabbit Hole after purchasing the Sharpshooter Trophy Artifact
This version of the game costs Crowns to play and only rewards Thorium. It is designed as a practice room and can help players unlock the Sharpshooter achievement
Future Rabbit games will be available here
Load Screen Tips
Loadscreen tips have been added and offer information on various systems or friendly reminders
Changes to Holes
As part of an ongoing effort to remove frustration from the game, we have made major revisions to how holes work.
Holes now block the player from falling into them while they are on the ground. You may still jump, dodge, or dash over holes.
There is a “Classic Holes” option in the Gameplay settings menu to re-enable the old hole logic that had you fall into them automatically
Post Game Survey
A post game survey has been added that will ask for your feedback after some runs. This is to help us collect the opinion of players who are not active on Discord or the Steam forums. We continue to listen to everyone’s feedback and improve the game accordingly.
Chicken Storm??
Chicken storm
New Items
Relics
Hollowed Out Book
Egghanim’s Scepter
Pegasus Boots
Fur Boots
Cyclopean Lens
Prism
Keys to Greatness
Key to Might
Key to Knowledge
Key to Genius
Key to Swiftness
Potions
Moon Water
Refreshment
Curses
Dark Aetherdrift
Artifacts
Sharpshooter Trophy
Unconditional Love
Roost Key
Vesperi
New Achievements
Maximum Power
Graduation Day
Brave the Storm
Brave the Heat
Balance Changes
For the first time we’ve split balance changes into major and minor because we’d like to be more transparent about our intentions. Major changes require a bit more communication.
Major:
Lowered Well Scaling
We received a lot of feedback on the scaling of the Well and have made significant changes as well as fixed some bugs. The first 15 floors of the Well scale with a far shallower curve and we’ve fixed a modifier bug that caused some effects and abilities to give way too much health.
Lowered enemy health scaling in the well for the first 15 levels
Lowered initial enemy health scaling in the well from 200% to 50%
Greatly reduced enemy Str, Dex, Int, and Ing scaling in the Well
Gold Cost Reductions
We continue to expand ways to spend gold so some items have had their costs reduced so that they can be purchased more often. Food has also significantly had its cost reduced so that health regeneration isn’t quite so difficult.
Transmutation has had its cost lowered because as we add more Relics to the pool we want to continue having ways to sort through them. Items aren’t always meant to be good for your run, but at the same time the item pools shouldn’t feel like a bottomless pit of useless items.
Lowered gold costs for Basic Items, Food, and Potions
Lowered gold cost of Transmute
More Predictable Item Tables
Players were hitting Hot Cross Buns too frequently and sometimes in unexpected ways. We have made some changes to make item pools more consistent. We will continue to make changes and improvements in this area. One idea we are toying with is the ability for an item to appear more than once.
Made some significant changes to how loot tables exhaust and fallback. Rare tables now fallback to common tables before reverting to HCB. Not all tables have the same relics, so there will be differences between Relic pedestals and the shop, but overall should be more consistent.
Related bug fix: Spawning a spawnable from a SpawnTable will now associate that spawnable with that table, so if you reroll it (without specifying a specific new spawnable), it will reroll on that table. This fixes an issue of people walking into the shop and seeing an HCB (since the shop table is exhausted), but then rerolling that HCB into a real relic (since the master table is not yet exhausted).
Less Room Clutter
There has been some significant feedback about rooms feeling very cluttered and we agree. We have lowered the spawn rate of basic spawnables like rocks, plants, and empty breakables (this does not impact the amount of items that drop.) Elderseed and other loot tables have been rebalanced to compensate for less objects in rooms.
Lowered the number of items spawned for Caltrops, Goblin War Crimes, and Workplace Negligence
Lowered the default amount of rocks and plants spawned in rooms
Reduced the number of empty breakables to reduce clutter
Increased elderseed drop rates to compensate for less plants
Minor
Arcana mana costs can no longer go below 0
Improved Strength scaling of Dante's whip attack
“Undesirable” status effects like Hot Footed are now removed from followers when they are charmed and moved to the player’s team
Fixed up Boycott TagGrammar so it won't ban too much
Added an extra “Breakable with Key” to Dungeon, Lab, and Archive floors. This is a breakable with a guaranteed key in it
Grappling Hook no longer knocks back the operator
Grappling Hook is now default unlocked, located in the shop and foundry
Chill now builds up at a set amount and shares a grace period with itself so that you cannot take multiple instances of it simultaneously. This stops Ice Drakes and other enemies from instantly freezing the player
Bomb blasts no longer knock you back if the blast did 0 damage
Gold Flinger Hex has been removed
“Item Cage” objects can no longer spawn with landmines
The basic item loot table now tips the scale if you are completely missing bombs or keys
Gild now increases Lightning damage instead of negates it
Backing out of a select menu (Order’s Aether, for example) no longer consumes the potion with no effect
Many potions that cast with no valid target no longer consume the potion until it does have a valid target
Purge Potion now fails if you cannot afford the HP cost so it won't kill you
Pathfind now works in boss rooms, but waits until you're not in an NIS
Reduced Goblin ingenuity to Normal
Removed contact knockback from greedy pilfers
Bug Fixes
Ticker Kit now has a drop count of 1 and cannot be repurchased
Ticker Kit now has an iron cost
Fixed an issue that could cause you to trigger hazards on room transition
Fixed an issue squishing the Weepstone icon
Fixed several Gameplay options being out of order when navigating with up/down on the controller (eg. hitting "down" on one would jump to an unexpected entry instead of the next one)
Fixed Fervent Tears so that it now blocks the incoming curse
Readded Dungeon Key to Baggledag's loot table
Noori now only pinches out two of the four braziers in the room
Mouse aim is now disabled while in an NIS
Hexes now correctly track Seen counts so they get a tooltip in the Journal
Items with complex pickup behaviors now work with fast item pickup
Fireballs shot from fireball traps now damage enemies
Added linger duration to several aura effects to resolve an issue where auras were not being re-applied to followers quickly enough when coming out of an NIS (eg. Lava Walkers not reapplying Fire Hazard Immunity when done praying at an Altar)
Alchemy Vendors now use a scatter map to distribute their potions (preventing the potions from being deployed on counters and other objects)
BR shop vandalism behaviors now only trigger on the player, and not on other things that might break her stuff
Fixed an issue with Bucket of Bones rerolling skulls spawned by Skull Shield into regular Crimson Skulls
Fixed a crash in Boycott that would occur if you tried to use a Shop in a Bottle Potion
Crash fix for null Popup when multiple UIContexts are active at once
Fixed an encounter in the Archive that could cause you to become "stuck"
PaladinShield manually Gilds when you first purge the Cursed Aegis so that its CompleteCount initially matches its UseCount
Light weapons are no longer filterable, no longer block doors, are no longer Persistent, no longer have Tag_Enemy, and no longer have HP or resistances. This prevents a lot of ugly issues around targeting and potentially getting stuck in rooms with them
Upped cache count of some common Well VFX to reduce loading hitches
Fixed P1 coop Blessing + Curse alignment in the HUD
Fixed an issue where global modifiers were not being sorted against local modifiers, causing 2 separate orderings. This would lead to doppelgangers in the Well to have > 1 HP, since first the = operator was giving them 1 HP, then the global +=% modifier was increasing that value
When an inherited Stat cannot be found, it now falls back to its default, rather than 0. This closes up some issues related to enemies that rely on inheritance (like Trifle's bubbles) not working correctly if spawned without an owner.
Put in some alliance filters to make sure various Curses and Hexes weren't working with friendly doppelgangers (e.g. Martyrdom and Possession)
Fixed an issue with re-linking resources to a Ghost when resurrecting P1 after loading a save file that had a P1 ghost
Tightened up the collider walls on the Down so it better matches the visuals
Bookshelves should no longer launch things into holes
Martyrdom now has a drop count of 1 since it's not Ascendant
Stoneform now also grants immunity to Light and Dark damage
Talismans should no longer appear in the Hub
Fixed Holesome's state not being loaded from your save file. This fixes two issues:
Previously, if you'd quit the game and started it up again, Holesome would lose track of anything that had been dropped in holes
Lost items were not being cleared out when quitting to the menu, so it was possible to dupe items by throwing them in holes and then reloading your save file
Possession no longer spawns things that aren't hostile to you
Order's Aether no longer lets you choose a Sticky curse
Fixed up a case where Cruciferous could become locked up if you die during his Smidgen Toss
Made Cruciferous' Transformation more reliable
Escalation now adds flat stats that aren’t influenced by other modifiers
Well scaling is now done in terms of Base modifiers, which should slow the rate at which things scale as you descend
Ragnarok tagged Boundless
Other Changes
Added two more tiles beyond door safety tiles that block hazards like spikes to help prevent damage while running into a new room
Slingshot no longer appears in the journal
Siegfried's Aegis no longer transforms at the end of the run if the player has already unlocked Paladin Shield
Megalophobia no longer applies to your charmed followers
Skull grenades now heal friendly undead
Reversed the order of the Tomevault. You now pick the book you want before you donate the book you have
Added new icons for Serum potions
Wraiths now favor skeletons as well as altars
Popups can now apply their InputContexts to both players, allowing players to share 1 popup. This is now enabled for Talk and Note popups, allowing both players to advance dialog regardless of who initiated it
Improved Dodge Roll + Dash cheat logic. This makes it more predictable where you’re going to end up and makes it much more difficult to Dash into a hole
Morale damage now redirects to Health damage on bosses. This means Dante with Drums of War can now more easily defeat bosses on his own
Instead of destroying the Hidden Rock, Compass now simply marks it with an indicator
Removed burst FX from Ice Shards to lower visual noise
Doppelganger status effect now applies normalized health, meaning doppelgangers can only take 1 HP worth of damage at a time
HPPopup now supports normalized HP pips
Rook and Bishop can now be talked to in the Hub
Rook now unlocks his bomb recipe when talked to
Increases from dependent stats are now applied before modifiers, not after modifiers. This treats stat dependencies more as "base" modifiers, and prevents doppeled, embiggened things from getting a huge amount of (normalized) HP
Removed the blood offering Relic encounter
Removed the rock in the rocked Relic encounter
Modified blood sacrifice encounters to have spikes where pit sacrifices may be difficult
Reduced the amount of grass spawning for even less visual clutter
Thank you for your continued support. We really hope you enjoy this update. If you'd like to let us know what you think, join us in Discord or drop a message on the Discussion Board.
Cheers!
Thorium
Source
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