Patch 15c Changelog
Additions:
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Added binds for swapping to each variation slot
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Added "On swap to already drawn weapon" option for changing functionality when pressing a weapon key multiple times
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Added Speedometer in HUD options
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Added new higher resolution fire sprite
Weapon Changes:
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Hitting a tram with the JumpStart now causes it to accelerate instantly and move at double speed for 5 seconds
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Fixed JumpStart conduction proccing even if the zapped enemy doesn't have nails or magnets attached and isn't touching water
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Fixed JumpStart conduction through magnets and coins causing an unintended minimum damage override
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Underwater gasoline explosions are now sparser
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Underwater gasoline explosions can now only hit an enemy once per continuous explosion string
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Gasoline projectiles now ignore dead enemies
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Gasoline no longer burns away when No Weapon Cooldowns cheat is on
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Alternate Shotgun's launch direction can now be changed during hitstop
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Alternate Shotgun can now always hit a core, even if already hitting an enemy or object at the same time
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Hitting an Idol with a red hit from the Alternate Shotgun no longer triggers the cooldown
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Alternate Shotgun speedometer now also displays time left in the red hit cooldown
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Added colored lights to the Alternate Shotgun to make it easier to see which variation is being used
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Changed the Core Eject trajectory and velocity inheritance to be similar to the Marksman coin's
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Increased style points gained with the Alternate Shotgun
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SRS Cannon now vibrates while charging the cannonball
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SRS Cannon secondary fire is no longer affected by the primary fire's cooldown
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Magnets can now again be broken with a ground slam
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Screwdriver screws now only get destroyed when a dying Mindflayer explodes, rather than a second after the Mindflayer's health reaches zero
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The visual motor spin speed on the Alternate Shotgun is no longer FPS-dependent
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Improved optimization on enemy gasoline fill effect
Enemy Changes:
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Malicious Faces and Soldiers lose their anti-explosion resistances when gasolined
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Radiant Soldiers no longer have their radiance speed boost applied twice
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Reduced Radiant Soldier speed boost from 2x to 1.5x
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Reduced damage of Ferryman lightning bolt from 50 to 35
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Ferryman lightning bolts now flash before striking
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Chargebacked lightning bolts can no longer deal damage to the player
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Ferryman, Gutterman and Guttertank can no longer hit the player through a wall with a melee attack
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Added hurt sounds for Virtues and Malicious Faces
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Drones, Virtues and Malicious Faces no longer bleed when damaged by fire
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Flesh Spawn no longer get set on fire when Flesh Prison/Panopticon does
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Flesh Prison/Panopticon now has the same resistance to sawblades as nails
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Cerberi no longer fall on Brutal difficulty while tackling or between two tackles
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Insurrectionists can now be killed by fire when gasolined
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Swordsmachines "Agony" and "Tundra" now properly take extra damage from JumpStart electricity and Firestarter fire respectively
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Stalkers now take double damage from ground slams
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Stalkers can now be puppeted
General Changes:
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Slide speed particles are now blue when the player has stored invincibility frames
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6-1 doors now open faster when the player is moving fast
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Unlocking the Drone Haunting cheat now displays a message to notify it has been unlocked
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Added a unique weapon icon for the other 7-S tool
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Hide UI cheat now also hides the dual wield powerup vignette, boss health bars, subtitles and the 7-S overlay
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Shop music now gets muted if music volume is set to 0
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Malicious Face Sandbox prop is no longer only breakable with hitscan attacks
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Made FUPs more consistent in non-cardinal directions (If you don't know what this means, don't worry about it)
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Nerfed FUP speed to 60u/s (again, don't worry about it)
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Changed name of Last Weapon to Last Used Weapon to clear misunderstandings with Previous Weapon
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Blocked off the windows in the final hallway of 5-3
Fixes:
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Disabling blood and gore no longer causes some attacks to heal the player an incorrect amount
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Fixed gibs not getting cleared out correctly by gorezones and Cyber Grind wave ends
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Fixed bloodsplatters replaying and gibs getting re-flung when the room they're in is disabled and re-enabled
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Fixed Filth, Strays and Schisms sometimes getting stuck in slowmo
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Fixed missing colliders in 7-4
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Fixed the 0-2 and 0-3 second arena Swordsmachines not dropping the Shotgun
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3-1 checkpoint and 6-1 blood tube bloodsplatters now heal the player correctly
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Fixed fire and Virtue beams no longer showing the outlines of enemies behind them
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Fixed a chapter showing as golded or P-ranked on the wrong difficulty after first selecting a difficulty with it golded or P-ranked
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Fixed temporary FOV changes getting stuck while sliding sideways
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Fixed Shotgun and Alternate Shotgun breaking when parrying or shield breaking without having either punching arm equipped
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1-3 boss terminal no longer mutes the level music
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Fixed gasoline exploding instead of burning in the 5-1 dry tunnels
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Fixed gasoline stains stretching when placed on some 5-2 geometry
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Fixed Gasoline stains showing on top of fire (though they may again appear buggy when placed on glass)
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Fixed Stalkers becoming intangible when forcepuppet is turned on
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Fixed Brutal Swordsmachine's unarmed attacks not having the SFX Volume setting applied
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Fixed Screwdriver screws detaching and falling off if attached to a Mindflayer during its death animation
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Magnets no longer become warped when getting stuck on a door that is both non-uniformly scaled and non-orthogonally rotated
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Fixed Alternate Shotgun not giving the appropriate style bonuses on killing low health Malicious Faces or with parries
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Fixed Alternate Shotgun not being able to transition to the cooldown idle from a chainsaw launch
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Fixed rockets not ignoring some body parts of dead Mannequins
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Fixed the restart/quit mission pop-up appearing behind the pause menu in the Early Access End screen
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Fixed 7-4 front balcony Sentry being able to survive being punched off if landing on the entrance building
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Fixed Cerberus not being able to walk to the player when they hide in a corner in the 0-5 boss arena
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Fixed inconsistent enrage behavior with Cerberus when enraged with the Alter Arm
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Spawner Arm spawned Earthmover Defense System parts now correctly stop attacking while being moved or altered
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Fixed Mindflayer beams inheriting the previous damage type an enemy took when hitting that enemy
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Fixed an untagged platform in 4-3
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Fixed ghost Drones not working correctly with Clash mode
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Guttermen can no longer open the door of the 7-2 building that houses the Alternate Shotgun
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Fixed inappropriate objects being outlined during 7-2 intro
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Fixed Knuckleblaster shells having enemy outlines
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Fixed the current wall jump amount not resetting when landing on a gasoline stain
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Fixed mis-tiled textures on the sides of stairs in one of the 7-1 arenas
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Fixed the weapon wheel not updating whether to use alternate or normal weapon icons mid-mission
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Fixed "This enemy cannot be puppeted" pop-up sometimes going offscreen
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Fixed a bug that caused Size 2 fish to be catchable