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Patch 1.6.2 - Custom Level Issue Fixes

More bugs surfaced surrounding custom levels - This should be the last round of bug fixes before the 2.0 major update (for the Level Editor) in a month!

If you encounter any bugs while playing, please report them to me on Discord!

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Balance Changes

  • While chasing a bandanaed / charmed skeleton, Spiky Urchin now tries to pathfind to the tile ahead of the enemy

  • This allows Urchin more time to stay still & attack a banded skele, before the skele walks out of range and forces the Urchin to start rolling again in pursuit.

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Bug Fixes

  • Fix attempt for a glitch where custom levels sometimes fail to generate Level Boundaries if it is the first level scene you entered after game launch

  • Reported by Bullsi

  • Fixed a glitch where insta-turret achievements that require trackers, such as Axe-A-Lot-O, can fail to unlock inside the Graveyard

  • Special thanks to Rainbow3ntity for running a debug build to help me diagnose the issue

  • Fixed a glitch where selling an upgraded Graveyard turret could give you back 2 elixirs upon switching regions

  • Reported by Endermanonymous

  • Fixed a glitch where Zappy Jelly could fail to clear some acid tiles & light up the entire map

  • Reported by TylazerMK

  • Game crash on launch fix for computers without dedicated GPU's / with low VRAM

  • Reported by TheStimerGames

  • This is a temporary, less thorough fix - I intend to VERY significantly optimize the game's performance on the memory front during the upcoming major update's beta phase (in case things go majorly wrong, the beta period will catch the issues).

  • Fixed a glitch where skeletons are stuck in place when spawned for the first time during a Graveyard simulation

  • Fixed a glitch where a pearl could instantly snap to a Watchdog's mouth if said pearl had moved since Watchdog began his pickup animation

  • Fixed a glitch where Spiky Urchin continues sliding along a path if it dies while rolling