- Fixed issue where mounts were having a hard time squeezing into platforms
- Fixed player's color when leaving an underwater door
- Fixed issue where spiders that spawned from a pot were hanging from nearby roofs
- Fixed issue where falling platforms were being triggered by the wrong things (such as blood)
- Small tweak to the Ice Caves' yeti caves entrance layout
- Added missing tunnel transition decoration towards a shiny treasure world
- Removed incorrect facing laser trap from a certain palace's treasure room
- Fixed artifact on Pilot's character
- Fixed initialization error with some old graphics cards
Patch notes 1.20.1c:
- Fixed an issue which would cause the daily challenge to restart shortly in some setups
- Fixed issue where players were sometimes being unjustly crushed just by having platforms nearby
- Players can now let go of a rope while attacking
- Fixed whip issue when jumping and attacking on a 1 tile high corridor
- Fixed issue where being damaged while holding the jump button could later trigger a jump if button isn't let go
- Fixed issue where dying after a long fall while wearing the ankh would make the player do a small jump after being revived
- Players now recover control slightly sooner after leaving pipes
- Slightly reduced the time before a player can grab a rope
- Fixed issue to prevent players from being dropped from a rope when attacking right after throwing something
- Fixed issue where the throwing animation made players unable to move through platforms while climbing ladders down
- Fixed issue where players with the climbing gloves could accidentally grab falling platforms far away from their physical collider
- Fixed issue where standing on a falling platform while hovering with a hoverpack prevented the platform from falling
- Fixed issue where players could sometimes miss a stomp right after leaving a pipe
- Tweaked stomp margin so it should hopefully feel safer to use
- Tweaked lavamander's hitbox
- Slightly tweaked bats' and vampires' flying hitbox shape
- Tweaked grub's hitbox to better match their sprites
- Widened floating orb's hitbox just slightly so it can be hit by the whip right from below
- Hermit crabs starting to climb will now smoothly switch hitboxes so they don't make players miss stomps
- Fixed issue where creatures could sometimes move while outside of the level bounds
- Broken arrows will hopefully no longer be the bane of your existence (tweaked depth)
- Fixed issue when necromancers revived a creature that had just been tossed by the Pitcher's Mitt
- Fixed issue when necromancers revived a pet while another creature was holding it
- Opening crates by using up+attack now tosses the contents forwards so they can more easily be skipped
- Fixed issue where items stuck to honey could sometimes slowly fall down
- Fixed issue where chained blocks could still be pushed
- Setting an on sale equippable on fire now correctly angers its vendor
- Fixed issue where certain events that didn't trigger a defensive response from vendors could eventually kill them without ever dropping their weapon
- A player that's hanging from the base of a giant clam will no longer be crushed when it closes
- Fixed issue where players wearing Vlad's Cape got stunned when jumping away from other players' hands
- Certain closed back layer rooms will no longer have blocked paths generated towards them
- Floors now also trigger falling platforms
- Lava will now cook dead turkeys as well
- Fixed issue where bear traps weren't triggering when put over certain floors (such as the sliding walls)
- Fixed issue where cavemen could sometimes harmlessly pick an armed bear trap up
- Fixed issue where tossing a creature against upside-down spikes with the pitcher's mitt prevented the corpse from falling back down
- Octopus will now only inflict vertical toss and stun damage when actually damaging from above
- Fixed issue where certain wall torches could keep on igniting on a loop after being put off
- Fixed issue when a player wearing the pitcher's mitt tried to toss the light arrow while riding a mount
- Fixed issue where a falling platform could get dragged down by a pushblock and not explode on contact with the floor
- Fixed issue where fire frogs triggered by players left Waddler in a bugged angered state
- Teleporting inside the back layer room of the vault now always correctly angers shopkeepers
- Pushing the imp's lava pot with a shield or by any other means now forces it to drop
- Firebugs can now be correctly pushed away from chains
- Fixed issue where helmet Olmites could sometimes still be stomped
- Fixed issue where stealing from a shop made backpacks have extra invencibility frames that other items (such as bomb bags) didn't
- Fixed issue where an in-flight sorceress' dagger could still spawn an enemy after the Sun Challenge completes
- Fire frogs no longer explode when shattered after being frozen
- Red skeletons are now also considered undead and can therefore be killed by the camera flash
- Being killed by a red skeleton now uses the same death message as the regular one
- Fixed issue where mosquitoes could sometimes get stuck infinitely on the corner of a tile
- Fixed frog trap generation so they don't create paths that require resources
- Fixed crash when dice were brought into a portal
- Fixed issue when a monster wakes up while on hands of a player that's riding a mount
- Shields no longer protect from witch doctors' voodoo attack (also fixes a related teleporting issue)
- Prevented certain floor tiles from spawning right above platforms
- Fixed Au's robe flipping during his walking forward animation (and his head moving one pixel to the side)
- Fixed Van Horsing's hat poking out of the frame on one frame of his throwing animation
- Fixed several blocked paths (many related to coffin rooms)
- Fixed issue where blowing up a pipe while inside left your equipped item looking smaller
- Deployed parachutes can no longer be cloned
- Blowing up a certain altar after a specific sacrifice will no longer halt the transition to a certain world
- Fixed issue where paused time wasn't being added on certain scenarios
- Renderer tweak, might make the game run smoother on certain scenarios (updated Windows 10 swap flip mode)
- Fixed broken tree texture artifact
- Fixed issue where the HUD wasn't hiding after taking off with the ship
- Slight tweak that will hopefully make the renderer pick the correct screen frequency
- Made available a structure to make developing autosplitters less annoying
- Fixed issue where particles were suddenly disappearing
- Fixed a memory leak related to liquids
- Updated credits title
Online Beta Changes:
- Certain item outputs (such as when opening a pot) will now be decided at generation, making the experience more stable across runs and during online rollbacks
- Fixed an issue which would allow players to wrongly unlock achievements and journal entries during prediction phase of rollback
- Dying in an online run now keeps the camera in place for a couple of seconds so players can get feedback of what killed them
- Fixed issue where players could be given the wrong amount of bombs/ropes after a player had disconnected from an online run
- Fixed issue where online players disconnecting after their coffin had been created could lead to uncontrolled situations
- Player coffins will now generate in levels 10, 50, and 90 of a certain world
- Fixed issue where a player disconnecting in certain situations could crash remote games
- Added support for Recent Players of players joining by invite code or steam invite
- Players that disconnect while wearing the Ankh will now drop it first
- Disabled joining to the room you're already in via room code
- Cloned player coffins will now become hired hand coffins
- Fixed camera glitch when reviving during an online run