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UPDATE v.1.0 - FULL RELEASE PATCH NOTES

  • Level Sport Center: Improved combat in the football field.
  • Level Cuba: Car sounds was abruptly stopped without a fade.
  • Level Market: Added new foreground elements more consistent with the level's style.
  • Level Market: Added parallax movement to the foreground.
  • Level Market: Fixed 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-up: Added sounds when collected and used.
  • Level Market: Disabled the last elevator lever after both players have descended.
  • Level Chinatown: Added enemies in the betting room scene.
  • Level Estate: Changed Ruffini's colors to make him more recognizable.
  • Level Bowling: Added NPCs/extras in the bowling environment.
  • Level Bowling: Also 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 Cuba: Added 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 Pelota: Fixed some minor visual sorting issues with visual effects.
  • Minigame Tris Card: Fixed 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 Training: Fixed 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 Village: Fixed some objects that trembled slightly during the initial pan in the opening credits.
  • Level Theater: Fixed boss-related errors.
  • Level Theater: Corrected 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 Cuba: Added 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 Estate: Fixed various overlaps between many breakable elements with the background veranda sprites.
  • Level CIA: Fixed 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 Market: Fixed a graphical glitch that showed Bud and Terence's shadows behind some crates.
  • Level Chinatown: Corrected graphics sorting issues.
  • Level Chinatown: Balanced the number of enemies in some brawls.
  • Level Theater: Fixed some collisions (characters could pass through certain obstacles).
  • Level Theater: Fixed interaction with the Violin (could be interacted with multiple times, even during combat, causing issues).
  • Level Theater: Added some missing ambient sounds.
  • Level Military Base: Corrected 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 Chinatown: Fixed a group of enemies that could be attacked from a distance without reacting.
  • Level Chinatown: Added hint FX for some objects to hit to progress in the story.
  • Level Theater: Corrected some of Terence's interactions with the boards above the catwalk.
  • Level Theater: Fixed a game-breaking bug that prevented descending from the catwalk behind the theater.
  • Level Theater: Fixed a bug that sometimes made enemies "fall" between floors.
  • Enemy Bugner: Fixed the bug that occurred if Bugner chained Bud while he was dragging an object.
  • Level Military Base: Fixed 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 Base: Fixed 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 Bananaboat: Fixed 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 Market: Fixed 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.