Patch 11 Changelog
Additions:
General Changes:
Enemy Changes:
Style Meter Changes:
Fixes:
- Added LAYER 5: WRATH
- Added LAYER 6: HERESY
- Added weapon colors
- Added weapon infos
- Added a confirm pop-up when the player selects Restart Mission or Quit Mission (Can be disabled in the options menu)
- Added a developer message to the 1-S OOB clipping spot that speedrunners use so people will stop asking me to fix it
- Added sounds and effects for walking while partially submerged in water
General Changes:
- Updated the Revolver's model and texture
- Boosted shotgun projectiles now turn into a redder orange to make them more visually distinct from normal ones
- Finishing 1-S will now put the player back in 1-1 instead of going to 1-2
- Improved projectile ricochet physics
- A magnet attached to an enemy will now pull things towards the enemy instead of the magnet
- Hitting a coin with the Whiplash will now reset its momentum and bounce it upwards
- Hitting a shotgun core with the Whiplash will now attach it to the Whiplash for the duration of that throw
- Auto-aim will now also target coins and shotgun cores
- Wooden doors in the Limbo layer will now open faster if the player is moving at a high speed
- Updated difficulty options with some altered text and different category names to give players a more accurate idea of the game's level of difficulty
- Added a maximum distance limit to the coin trying to hit a core eject to avoid situations where the player would waste a coin shot on a core that's really far away instead of hitting a nearby enemy
- Dash storage (freezing iframes with a slide) no longer works on iframes caused by damage
- Parry heals now override the healing nullification from explosions
Enemy Changes:
- Changed the color and opacity of the Virtue's glow particle effect to not get mixed up with the Idol's blessing particle effect
- Updated the model of Gabriel's spear to match its depiction in the 1-4 stain glass window
- Made Malicious Face's invulnerability to explosions clearer by having boosted shotgun projectiles get deflected and explosions make a deflection sound
- Hideous Mass' mortars will no longer be deflected by explosions
- Swordsmachines now have a slight delay after spawning before they can attack (excluding boss encounters)
- Cerberi now have a slight delay after spawning before they can attack (excluding ones that start as stage props)
- Cerberi will no longer attack unless they have a line of sight to their target
- Swordsmachine no longer throws its sword if it doesn't have a line of sight to its target
- Swordsmachines and Cerberi will no longer be able to fall off ledges by attacking (unless Enraged)
- Hideous Masses will no longer keep trying to do ground slams while in the lowered stance if the player is too high above or below them
- Hideous Masses will now only start a harpoon shot when it has line of sight
- Added exceptions to the instakill of a falling Sisyphus or Malicious Face: Insurrectionists will fall over and take damage, Mindflayers and Gabriel will teleport out of the way
- When unable to reach their desirable range to the player, Husks that use projectiles will now attempt to fire regardless instead of just waiting for the player to come closer
- Husks that use projectiles can now interrupt walking towards the player to fire at them from outside their desirable range
- Soldiers will now block explosions if not in the air (except red explosions, interruptions and ones caused by a rocket hitting the environment). Blocking reduces damage by 75% on Standard and 100% on Violent.
- Schisms will now instantly die from interruptions
- Reduced texture compression on most enemy textures
- Killing a husk with an overkill will now spill an appropriate amount of blood
Style Meter Changes:
- Weapon freshness now has 4 states for determining the current weapon's style point multiplier: Fresh (1.5x), Used (1x), Stale (0.5x) and Dull (0x)
- Weapon freshness's value is now based on style actions rather than time
- Changed threshold for style combo ranking to make S, SS, SSS and ULTRAKILL harder to achieve
- Hard Damage reduction rate is now affected by your style combo rank (S -> SSS increases speed of recovery, ULTRAKILL nullifies all hard damage instantly)
- Using the Whiplash on enemies will now build up Hard Damage (up to the player's current HP)
- Added tutorial message to 0-1 explaining Hard Damage
- Added tutorial message to 4-4 explaining Whiplash building up Hard Damage
- Bosses now give 1.5x style points to make building and maintaining style during a boss fight viable
Fixes:
- Fixed the Cyber Grind Editor being unable to export for some people
- Pressing "Restart Mission" while the game is loading a different assetbundle will no longer start the next mission anyway
- Fixed the timing for the easter event
- Fixed a visual bug caused by picking up the Whiplash in 4-4 while already having thrown the hook
- Fixed Malicious Faces not dying properly from the Kill All Enemies cheat
- Filth will no longer run at hyper speed if deactivated in the middle of an attack
- Various projectile husks will no longer kill themselves if blinded via cheat during their projectile charge animation
- Fixed husks not taking parry damage from punch parries
- Fixed the Revolver's cylinder not rotating when shooting
- Fixed non-standard doors that are opened by an arena ending not closing when another door is opened
- Fixed multiple typos
- Fixed the falling Malicious Face instakill not working on enemies who were already inside its trigger before it started falling
- Fixed "Major Assists Enabled" popup reappearing whenever stepping over the spawn position in the Sandbox
- Items with physics can no longer be pushed off pedestals they've been placed on, causing the pedestal to become unusable
- Multi-skull doors will no longer close if one skull is removed