Hello!
TL;DR for today's patch: Some big quality of life/polish changes that have been requested by the community.
For next time: bringing back the unlocks/progression system, as well as our campaign/endless mode splits! (And hopefully some other fun features.)
As always, let us know if anything's busted or if we missed some changes.
BIG CHANGES:
- Picking stuff up -- passives, powers, new primaries, etc -- is now done via the Activate Things button. This also applies to vending machines. No more awkward primary fire/standing on the item to get it. (This button is B by default on a 360 controller, and A by default on a keyboard.) All stuff the Activate Things button interacts with will display a prompt telling you what button to push. The prompt will change if you remap the key.)
- NO MORE INVISIBLE WALLS! Level architectures have been redesigned such that invisible walls are no longer necessary. Let us know if you see otherwise!
- Dash jumping handles a bit differently: once you're airborne, you'll stop moving horizontally if you let go of the key for the direction you're moving in (left/right stick/dpad, or the arrow keys by default). This makes dash jumping a bit easier to control, and feels more intuitive to players.
SMALL CHANGES:
- Modified penguin enemy behavior to be more interesting.
- Angel Nineteen (Arctech penguin boss) is now more threatening.
- New Ace and Nina heads. Less cartoony. Tell us what you think!
- More graphical tweaks.
- Pickups from chests and enemies now have their horizontal velocities when they pop out reduced by 50%. Hopefully fewer items fall into the abyss, but, you know, that's sort of on you, isn't it?
BUG FIXES:
- Fixed an issue where you could jump between rooms into "blank space" in the level, and the game would think you've fallen and need to be ported back to safety. (You can still do this -- the game just defines what counts as a fall a bit differently now.)
- Fixed a long-standing bug where sometimes one player wall-jumping would impact the other player's movement in co-op.
- Fixed some bugs re: last patch's co-op changes.
- Fixed a bug where sometimes you'd dash on a fall-through platform and not be able to jump.
- Fixed a bug where the Lotus boss would still damage the player after dying.
- Fixed a bug (hopefully) where bees will use their sting-a-splode attack and fail to a-splode. Let us know if you see bees failing to a-splode.
Thanks for reading!