Patch 15b Changelog
Alternate Shotgun:
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Increased Alternate Shotgun cooldown on red hit from 5 seconds to 7 seconds
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Decreased Alternate Shotgun red hit damage from 12 to 10
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Added unique style bonuses for Alternate Shotgun
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Fixed the Alternate Shotgun not losing freshness when used on core ejects or rockets
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Alternate Shotgun no longer activates red hit cooldown when hitting a dead enemy
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Alternate Shotgun now applies environmental hit pushback when hitting a dead enemy
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Alternate Shotgun core eject vertical momentum is now no longer relative to the camera when looking downwards
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Alternate Shotgun core eject cooldown now no longer resets on weapon change
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Fixed an offset bug caused by picking up a dual wield while charging the primary fire of the alternate shotgun
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Added short descriptions of each Alternate weapon when they get picked up
Sawed-On Shotgun:
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Chainsaws no longer get stuck inside the player when punched with the Feedbacker before immediately swapping arms
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Fixed the Sawed-On chainsaw sometimes continuing to damage enemies that are no longer in range
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Fixed the Sawed-On chainsaw sometimes removing limbs off the wrong enemies
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Chainsaw can now properly hit the same enemy again after being punched
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V2 can longer be damaged with the chainsaw during its intro animation
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Alternate Sawed-On Shotgun no longer instantly launches chainsaw if the player swaps back after swapping to another weapon while charging it
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Made launched chainsaws a bit quieter
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Added sparks when launched chainsaws hit enemies
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A launched chainsaw's sprite becomes smaller while touching the player so it doesn't block their vision
JumpStart Nailgun:
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Conduction now damages the magnets it conducts through to stop infinite conduction chains
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Fixed the JumpStart nailgun not losing its higher firerate after a zapper is destroyed if the player continues to fire without pause
Firestarter Rocket Launcher:
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Spraying gasoline on moving objects such as doors no longer causes physics anomalies
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Fixed gasoline fire sustaining forever after a checkpoint restart
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Firestarter gasoline now explodes instead of burning when underwater
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Fixed gasoline stains under gasolined burning enemies lasting much longer than intended
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Fixed gasoline stains not being easily visible on glass
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Burning objects now also set gasoline stains on fire on contact
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Fixed gasoline fill visuals not working properly on some enemies
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Increased damage of fire on gasolined enemies from 0.2 to 0.5 per tick
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Napalm firerate is no longer framerate dependant
7-S:
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Added "Hard Mode" in the Advanced Options
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Added 7-S music to the Cyber Grind jukebox
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7-S no longer resets objective progress on checkpoint restart
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Fixed a bug where the whiplash could grab skulls through blocking doors if really far away
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Respawning at the 7-S courtyard checkpoint will now reset the red skull if the player is holding it to avoid softlocks
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Added unique cubemaps to every 7-S room's completion reflection
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Improved accuracy of 7-S bloodstains
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Fixed the alternate skybox sometimes appearing black
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Fixed inconsistencies with gib amount in 7-S based on gore settings
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Ghost Drones now have an animation when being pulled
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Increased range of Ghost Drone chirps to make them easier to find
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Removed unintended colliders from 7-S clock
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Blue skull case in 7-S now opens if Disable Enemy Spawns cheat is on
Brutal:
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Hideous Mass harpoon health reduced to 3 on Brutal and 2 on other difficulties
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Slightly reduced attack frequency of Virtues on Brutal difficulty
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Added Brutal difficulty to the Boss Difficulty Override Major Assist
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Fixed Gabriel's Brutal difficulty spiral swords attack staying after checkpoint reset
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Ferrymen now have a global cooldown on lightning bolt summons to avoid them being stacked
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Brutal Ferryman close range lightning bolt windup increased from 2 seconds to 5 seconds
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Ferryman oars now start glowing blue when they're charging a lightning bolt
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Ferryman lightning bolts can now be cancelled by attaching a JumpStart zapper to or parrying the Ferryman
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Added a short delay and a blue flash before a Cerberus performs a second tackle
General:
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Fixed player not being able to heal while dashing
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Fixed bloodsplatter healing range being too small
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Improved performance of bloodsplatters and bloodstains
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Fixed performance drops caused by bloodsplatters not getting properly deleted if Blood and Gore is disabled
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Fixed HurtZones such as acid continuing to hurt dead enemies when not intended
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Level Stats overlay is now rebindable
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Player can no longer be damaged or killed while exiting a level
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Weapon wheel and leaderboards change are now also on the Previous Variation bind (more specific options to come later)
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Audio no longer stays muffled when restarting or quitting mission while underwater
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Fixed audio pops caused by pausing and unpausing
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Fixed auto-aim not working with some of the new weapons
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Checkpoints now display their text correctly from both sides
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Delayed the health and weapon charge reset from clearing a wave in the Cyber Grind slightly to avoid overlap with killing the last enemy
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Fixed Cyber Grind end screen text blurriness and Brutal difficulty title
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Fixed Enemy Silhouettes option not saving
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Fixed Enemy Silhouettes Activation Distance option not displaying in the main menu
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Fixed Swordsmachine's shotgun pickup sometimes getting blasted out of bounds by explosions
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Fixed magnets getting destroyed after 30 seconds even if No Weapon Cooldowns cheat is enabled
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Altered Cerberus hitboxes for less janky collision on the chest
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Fixed the Alter Arm menu still staying on when a Cerberus or Malicious Face dies from being both Puppeted and Sandified
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Fixed the insurrectionist not freezing properly with the Alter Arm
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Fixed jump pad physics status not saving in Sandbox saves
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Added Alter Arm option for enraging Guttermen
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Fixed the enrage texture for the casketless Gutterman in 7-2
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Fixed Filth getting stuck in midair after performing a jump attack while dropping down a ledge
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M̶i̶n̶o̶t̶a̶u̶r̶ no longer stays stuck in its back swipe animation when dying during it
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M̶i̶n̶o̶t̶a̶u̶r̶ chase now has an additional collider on its arm to push off players on its back
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Swordsmachines Agony and Tundra are no longer missing their right arms
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Player can no longer get Cannonball related style bonuses from dead enemies
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Fixed P-2 Cerberi not dying when touching the red tunnel vortex
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Shockwaves no longer break breakables that are only supposed to break with the Revolver
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Fixed forcebossbars carrying over on level change even if cheats are no longer enabled and being undisableable
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Fixed some enemies having the wrong names in their health bars
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Fixed controller look being framerate dependant
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Fixed an act appearing gold even when not actually gold on that difficulty after first going to chapter select on a difficulty that does have it gold
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Fixed an untagged wall in 1-4 first room
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Fixed a hole in 6-2 geometry
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Restored FUPs (if you don't know what this means don't worry about it)
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Fixed a bug that caused Size 2 fish to be uncatchable