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UnderMine 2 - 0.4.0 | The Burning Eye Update

[h3]Update 0.4.0 The Burning Eye is out now![/h3][p]
Welcome to 0.4.0 The Burning Eye! Below is a set of comprehensive update notes. If you'd like to discuss these changes with the developers or other players, please visit us in Discord. [/p][p][/p][h2][/h2][p][/p][h2]New Content[/h2][h3]Inquisitor Danté[/h3]
  • [p]Inquisitor Danté has been added as a playable character (he automatically unlocks shortly after the start of the game)[/p]
  • [p]Inquisitor Danté’s unique upgrades have been added[/p][p][/p]
[h3]Portimer[/h3]
  • [p]After acquiring the Duelist’s Bangle the player will meet Portimer in the Goldmine[/p]
  • [p]Portimer is unlocked after the player completes his quest in the Goldmine[/p]
  • [p]Portimer becomes a merchant in the Hub, selling a random Relic, Potion, and Basic Item for crowns along with the Blacklight Lantern (a special relic)[/p][p][/p]
[h3]Rabbit Hole[/h3]
  • [p]The Rabbit Hole can be found in the Hub[/p]
  • [p]In the Rabbit Hole is a Thorium to Crown currency converter and a Gambling Machine that can be played for crowns[/p]
  • [p]The Swindler’s Coin is now found in the Rabbit Hole rather than being unlocked by default[/p][p][/p]
[h3]Holesome[/h3]
  • [p]Holesome now appears in the Antechamber if the player has lost any items to a hole[/p]
  • [p]Holesome will return these items to the player[/p][p][/p]
[h3]Selt, Queen of Sand[/h3]
  • [p]After the player has defeated Cruciferous for the first time, Selt has a 50% chance to appear in worm form
    [/p]
[h3]Journal Updates[/h3]
  • [p]The Journal now tracks items seen, picked up, and completed counts of Relics, Arcana, Blessings, and Curses[/p]
  • [p]The Journal now tracks the picked up and completed percentage rate of Relics, Arcana, Blessings, and Curses[/p]
  • [p]The Journal will now gild the background of items the player has completed a run with[/p][p][/p]
[h3]Performance Improvements[/h3]
  • [p]Major performance improvements have been made to make room transitions smoother, especially on Steam Deck and lower end hardware[/p]
  • [p]The Entity pooling system now preallocates more Entity instances to avoid FPS hitches when spawning items for the first time[/p]
  • [p]Overall performance and memory usage has been broadly improved and we will continue make similar improvements with every update[/p][p][/p]
[h2]New Items[/h2][h3]Relics[/h3]
  • [p]Inverter[/p]
  • [p]Blacklight Lantern[/p]
  • [p]Smoldering Coal[/p]
[h3]Arcana[/h3]
  • [p]Tempestaria[/p]
  • [p]Healing Ward[/p]
  • [p]Raincaller[/p]
[h3]Potions[/h3]
  • [p]Pale Kernels[/p]
[h3]Curses[/h3]
  • [p]Lightning Rod[/p]
  • [p]Oil Spill[/p]
  • [p]Darkness[/p]
  • [p]Permafrost[/p][p][/p]
[h2]New Achievements[/h2]
  • [p]Bootstrapped - Completed a run with the Peasant[/p]
  • [p]Unshackled - Completed a run with Black Rabbit[/p]
  • [p]Through Fire and Flames - Completed a run with Inquisitor Danté[/p]
  • [p]Chest Pain - Survived Portimer's Planar Chest and Defeated the Mother of Mimics[/p]
  • [p]Smelt You Later - Forged a Relic or Arcana at the Abandoned Foundry[/p]
  • [p]Formula for Disaster - Brewed a Potion at the Royal Testing Apparatus[/p]
  • [p]Lexiconnoisseur - Exchanged a Book at the Tomevault[/p]
  • [p]A New Safety Record - Accomplished 3 Days without Incident[/p]
  • [p]Synthesis - Discovered a Combo Item[/p]
  • [p]A Place to Kick Back - Discovered the Rabbit Hole[/p][p][/p]
[h2]Balance Changes[/h2]
  • [p]Lowered the drop rate of Rainbow Kernels, All Potion, and Ambrosia[/p]
  • [p]All Potion is now Authentic[/p]
  • [p]Golden Key requires more luck to spawn[/p]
  • [p]Lowered Aethernet Portal reagent bonus from 50% to 25%[/p]
  • [p]Potions brewed at the Apparatus now donate for 1 reagent[/p]
  • [p]Increased the reagent cost of Nematic Drop from 50 to 60[/p]
  • [p]Nematic Drop is now categorized as a High Potion cost item for other costs[/p]
  • [p]Dirk's Locket now works on Basic Items, Relics, and Arcana instead of all items[/p]
  • [p]Lowered the activation rates of all Popcorn relics[/p]
  • [p]Popcorn no longer duplicates Elder Seeds[/p]
  • [p]Witching Rod now distributes half the gained mana of the owner to an Ally (in addition to its old functionality)[/p]
  • [p]Dewdrop now has diminishing return on its cost reduction[/p]
  • [p]Bubble traps no longer scale the damage of the projectile that pierced them (this was the major cause of spike damage in the Cruciferous boss fight)[/p]
  • [p]Bubbles and the Bubble status effect now scale their damage a lot less to avoid burst damage[/p]
  • [p]Rainbow Kernels now has a new “Consumable” tag, causing it to be consumed no matter how you drink it (looking at you, Goblet of Grinn)[/p]
[p][/p][h2]Bug Fixes[/h2]
  • [p]Fixed Salamander’s Tail so that it continues to work after you pick up a fire stone[/p]
  • [p]Fixed issues interacting with items that were frozen and then transmuted (for example, Thalassa Oriv)[/p]
  • [p]Fixed an issue that would cause Altars with the Stone Offering upgrade to show all options the first time you looked in them, but then to show fewer options if you cancelled out and then looked again[/p]
  • [p]Queen's Ticker now becomes exiled while running towards the rock so that other followers don't aggro it[/p]
  • [p]Cruciferous and the Ancient can no longer be liquified[/p]
  • [p]Sequence breaking into Rook and Bishop’s room no longer results in an NIS softlock (you can now legitimately unlock Queen using this method.)[/p]
  • [p]Fixed a bug that didn't allow you to reroll activated items with Morphim potions[/p]
  • [p]Fixed an issue with Aethernet Portal that would continue to increase potion reagent costs as you switch characters back and forth[/p]
  • [p]Fixed a flag history bug that was not correctly advancing flag state if your history was maxed[/p]
  • [p]Resurrection now purges to prevent ignite and poison deaths on the same frame that you resurrect[/p]
  • [p]Bosses now have damage immunity during their NISes[/p]
  • [p]Liquifier no longer works on Crowns, Thorium, Gold, or Iron[/p]
  • [p]Arm Cannon now works with the Shatterpulse Core upgrade[/p]
  • [p]Golden Powder, MEGA Bomb, and Supercooled Water now work with Arm Cannon[/p]
  • [p]Fixed Blood Pact not working if you picked up a new bomb relic after receiving the curse[/p]
  • [p]Fixed Capture Sphere not restoring stats correctly after loading a save file[/p]
  • [p]Baggledag's chest is no longer Interactable [/p]
  • [p]Fixed Mimics not dropping loot if you killed them before their “wake up” animation finished or if you killed them while frozen[/p]
  • [p]Alchemy Vendors now allow you to donate potions if it would put your Reagents over the maximum[/p]
  • [p]Fixed Charisma not applying discounts in the Pilfer Shop if it was over 99[/p]
  • [p]Greasy Fingers no longer shows you losing a key if you have 0 keys. Note that this is just a graphical change.[/p]
  • [p]Gold Tooth now triggers off of raw gold changes so it works at max gold[/p]
  • [p]Lacubris now works in coop regardless of which order players use the Altar in[/p]
  • [p]Fixed Queen's Ticker not blowing up when getting near the rock as well as causing repeating sounds[/p]
  • [p]Fixed several issues with Direwolves being stuck in their ghostly form and unkillable[/p]
  • [p]Oubliettes and the Secret Shop entrance are no longer destroyed when they're next to a secret wall that gets bombed[/p]
  • [p]Fixed a couple cases where Cat Claws could get stuck “on” and would attack things randomly as you walked around[/p]
  • [p]Fixed an issue that could cause damage to bypass your armor if multiple instances of damage were taken rapidly[/p]
  • [p]Can no longer peep the Quiet Throne from behind causing the player to softlock in the NIS[/p]
  • [p]The EFIGS font has been rebuilt to include several missing characters[/p]
  • [p]Fixed a problematic Dungeon encounter[/p]
  • [p]Charmed Mimics no longer appear as chests on the minimap[/p]
  • [p]MEGA Bomb now spawns gold from destroyed rocks[/p]
  • [p]Canary no longer attempts to pick up frozen gold[/p]
  • [p]Fixed an issue where webbed mimics could fly off into space, soft locking the player[/p]
  • [p]Empty chests no longer appear on the minimap as unopened if you have Empty Coffers[/p]
  • [p]Fixed several issues of Mimics moving erratically or getting stuck in odd places and causing a soft lock[/p]
  • [p]Improved tooltip positioning in the Journal so that tooltips are less likely to fall off the screen[/p]
  • [p]Ignite and Poison are now paused during NISes[/p]
  • [p]Black Rabbit can now safely dash through beams[/p]
  • [p]It should now be easier to Dash and Roll to small platforms surrounded by holes[/p]
  • [p]Tuned up visual position of Black Rabbit’s daggers so they better align with your mouse[/p]
  • [p]Fixed an issue that would cause you to continue sliding forward if you started drinking a potion while moving and floating[/p]
  • [p]Fixed an issue that would cause Grotesque’s state to be reversed if you fall into a hole while it’s active[/p]
  • [p]Mortar now remains responsive if his attacks cannot find a valid target[/p]
  • [p]Fixed an issue that would cause you to get stuck in your potion-drinking animation state if you drink a potion immediately after using an Altar[/p]
  • [p]Fixed Ball Lightning triggering in safe rooms, such as when talking to Queen[/p]
  • [p]Rogue Serum no longer shows in the UI as Annihilator Serum after you drink it[/p]
  • [p]Fixed save slot play time appearing to reset when you’d played exactly 24 hours[/p]
  • [p]Fixed an issue that allowed you to attack while spawning into a boss fight. This should hopefully help with softlocks related to killing bosses during their setup phase[/p]
  • [p]Fixed a refacing issue that would cause facing commands to be deprioritized against attack commands, causing you to not always attack in the direction you wanted to[/p]
[p][/p][h2]Other Changes[/h2]
  • [p]Added new icons for Wet, Debiggen, Chill, Float, Freeze, Hot Footed, Warmth, Web, Nectar, Concentrated Nectar, Bucket of Bones, and Dueling Dust[/p]
  • [p]Removed a 5x5 vortex setpiece in the Halls of Din that would suck players into a hole when entering the encounter[/p]
  • [p]Decorative bats have been added to the Goldmine[/p]
  • [p]Invulnerability status effects now pre-process so that they instantly grant immunity as soon as they're applied[/p]
  • [p]Mods options tab now prompts the user to restart if they subscribe to a mod while the game is running[/p]
  • [p]Alchemy vendors now spawn along the back wall and prevent objects from spawning in front of them[/p]
  • [p]Meatier Wand is now tagged as Boundless[/p]
  • [p]You can no longer use the Resurrection miracle at 1HP (preventing a crash and you from killing yourself)[/p]
  • [p]Armor shards now transform into iced armor shards when they take ice damage[/p]
  • [p]Golden key now has a max drop rate of 1[/p]
  • [p]Added Iced tag to Iced status effect[/p]
  • [p]Potion Vending Machines now have limited stock[/p]
  • [p]Caliber, Reach, and Recklessness now round via ceiling[/p]
  • [p]Torches now die slightly nicer[/p]
  • [p]Added poison keyword tag to Venomous[/p]
  • [p]Corrected several localization issues reported by players[/p]
  • [p]Division now has Fork keyword tag[/p]
  • [p]Swindler's Coin is no longer unlocked by default[/p]
  • [p]Swinder's Coin can now be found in the Rabbit Hole[/p]
  • [p]Bandolier, Queen’s Toolkit, and the Boss Keys have been removed from the Relics tab in the Journal[/p]
  • [p]Familiars (that is, your canary) can no longer fall into holes[/p]
  • [p]Improved scattering code to not bunch up in the middle of the launch target cell[/p]
  • [p]Bigger rooms now show more icons on the default minimap[/p]
  • [p]Separated fire grenade and fire projectile deaths. Fire projectiles no longer make a ring of fire visual effect[/p]
  • [p]The damage effects of the final hit that kills you are now visible, so you can see the damage number[/p]
  • [p]Noori and Cruciferous have had a few extra points added to the inside of their perimeter to help with hit detection inside their bodies[/p][p][/p]
[h3]Accessibility[/h3]
  • [p]Several new AudioData objects have been added to the game to facilitate modders to make accessibility mods to help players identify when they are near costed doors or holes[/p]
  • [p]If you are Frozen or Gilded, you can now hold Swing, Throw, or Jump to receive the same timer reduction as rapidly pressing your movement keys[/p]
[p][/p][h2]Anvil[/h2]
  • [p]Fixed an exception when trying to add Custom Doors to an Encounter[/p]
  • [p]Fixed an Exception when loading a mod that defines custom Behavior Tree Actions[/p]
  • [p]Further mod loading order fixes to ensure in-development mods take priority over Steam Workshop subscriptions[/p]
  • [p]Fixed issues running code when you’re subscribed to multiple mods[/p]
  • [p]Fixed loading custom code, such as custom behavior tree actions[/p]
  • [p]Remote console now supports changing the character of the primary player[/p]
  • [p]RemoveResistance now supports removing global resistances[/p]
  • [p]ChangeResource now differentiates between direct damage (ignores redirects) and ignoring resistances[/p]
  • [p]Fixed an issue that would cause an Entity to fire 2 Hits events if that Entity was both the source and the combatant of the damage[/p]
  • [p]Actions that cause an item to drop from the player (such as RemoveItem and RemoveStatusEffect) can now provide an ISpawnable as a reroll target when using DropBehavior DropAndReroll[/p]
  • [p]StatusEffect Behaviors now have access to a new automatic read/write float value named “UserValue”. It operates much like Level, but has no inherent connection to the UI. It will be persisted in the player’s save file.[/p]
  • [p]Behavior Module now supports a "Tick during NIS" checkbox to prevent certain status effects from running their behaviors during an NIS (defaults to true)[/p]
  • [p]SettingData objects can now specify the name of a class that implements the ISettingDefaultProvider interface for the purpose of providing a dynamic default value, rather than a hardcoded value.[/p]
  • [p]A new CompareFlag conditional task has been added for easier Flag comparison.[/p]
  • [p]System.Linq is now an allowed namespace[/p]
  • [p]Added a new “Status” FilterMaskType that allows filters to query only for StatusEffects[/p]
[p][/p][p][/p][p][/p][p][/p]

UnderMine 2 - 0.4.0 | The Burning Eye Update Preview

[p][/p][p]Welcome, Peasants, to the Burning Eye![/p][p][/p][p]UnderMine 2 0.4.0 is nearly here, and it's about to expand what you expect from UnderMine with a new playable character: Inquisitor Danté of the Burning Eye. [/p][p][/p][p]Along with a new character, we are adding 2 new NPCs, an unlock quest and mini-boss, a Selt variant fight, new items, bug fixes, balance, and much more! [/p][p][/p][p]Visit the UnderMine 2 website for more details: [/p][p]https://www.undermine2.game/040-burningeye[/p][p][/p][p][/p][p][/p][h2]Workshop Highlight[/h2][p]In addition to the update preview, we'd like to highlight a Steam Workshop project. This creator has been working hard to expand UnderMine 2 in their own way. [/p][p][/p][h3]Under'Neath by TheTurtleMelon[/h3][p]Under'Neath adds many new items to UnderMine 2. TheTurtleMelon has gone to significant lengths to make sure these items work well with the existing UnderMine 2 content, and they have even had the mod localized into Chinese!
[dynamiclink][/dynamiclink][/p][p]UnderMine 0.4.0 will be releasing soon. If you want to be the first to know, make sure to join us in Discord. [/p][p][/p][p]- Thorium[/p][p][/p]

Early Access Roadmap

[p]Welcome to UnderMine 2's near-term roadmap. We have a lot of planned features we'd like to add, and this will give you an idea of their priority. Please note: some features from the original UnderMine, seemingly missing from UnderMine 2, will return. They were intentionally left out of the Early Access launch so that we can devote more time and resources to their development. These features include: Familiars, Demons, Legendary Items, a daily run mode like WHIP, and more.

If you would like to discuss this roadmap, or previous updates with other players, or have some feedback for the developers, make sure to drop by the UnderMine Discord.[/p][p][/p][p] [/p][p][/p]

UnderMine 2 - 0.3.2 - (Very) Small Update

[p][/p][p][/p]
UM2 - Ver 0.3.2 - (Very) Small Update
[p][/p][h2]Bug Fixes[/h2]
  • [p]Queen's Ticker now becomes un-filterable while making its dash towards Queen's Rock, so that your other followers won't try to target it.[/p]
  • [p]Liquifier can no longer turn the Imprisoned Ancient in the Cruciferous fight into a Water Jumper.[/p]
  • [p]Sequence Breaking into Rook and Bishop's room no longer softlocks you.[/p]
  • [p]Extra Life now purges you before resurrecting you to avoid issues where you could take a damage tick on the same frame as you healed, causing you to immediately die again.[/p]
  • [p]All members of Baggledag's Triad are now invulnerable during their intro phase to prevent them from accidentally dying before the fight begins.[/p]
  • [p]Fixed an issue with the FlagService history tracking, causing your Flags progress to stall after 20 runs. This should clear up some issues related to late-game upgrades not appearing in the Hub when they should.[/p]
  • [p]Fixed a bug with Aethernet Portal that caused its Reagents cost buff to stack multiple times.[/p]
  • [p]Fixed an issue preventing "channeled" abilities from working in the second Arcana slot.[/p]
  • [p]Fixed a bug that prevented you from re-rolling an equipped activated item with Metamorphim.[/p]
  • [p]Fixed a prop spawning issue that would place a Vortex near the entrance that would pull you into a pit over and over.[/p]
  • [p]Fixed an issue with Stone Offering that would present fewer options at the altar if you cancel the Blessing selection UI.[/p][p][/p]
[h2]Other Changes[/h2]
  • [p]Replaced temporary Wet icon with a final icon.[/p]
  • [p]Replaced temporary Debiggen icon with a final icon.[/p][p][/p]
[h2]Anvil[/h2]
  • [p]The Launcher app now has a new application icon.[/p]
  • [p]Added a Behavior Tree Browser to search and view all core behavior trees (Thorium Tools → Behavior Tree Browser)[/p]
  • [p]SetPieceData can now be created from the Create → Thor menu[/p]
  • [p]Fixed a few C# security issues preventing some safe namespaces from being used in mod development.[/p]
  • [p]Fixed the Remote Console so that it shows Upgrades (again)[/p]

UnderMine 2 - 0.3.1 - Small Update

[p][/p][p][/p][p]Hey everyone, [/p][p][/p][p]In this update we specifically want to address early player feedback. On the discussion boards and in Discord we mentioned possibly playing around with meta-progression changes, but have backed away from those based on your feedback.
[/p][p]Many players mentioned that they enjoy the new meta game of UnderMine 2, but felt that early Pilfer Shops were too expensive and gold was too scarce. We have changed both of these things. Now, if you farm the entire first floor of gold you should almost always have enough to purchase the relic in the first shop.
[/p][p]In addition to this we have made early game resources more plentiful, including crowns. Along with other changes, The Pilfer Shop loyalty vendor was made much cheaper and is a great early source for both Thorium and Crowns.
[/p][p]We also took a look at the Peasant and his/her upgrades. Many players enjoyed the power increases in UnderMine 1. Our goal with the recently replaced upgrades was to distribute the power increase over the course of the run, but we can understand how this was unsatisfying. We think these new upgrades strike a good balance. The peasant will now feel quite strong in the early game and continue growing throughout the run.

This is just the beginning. Expect many updates like these in the future. We read everything, we see everything and we listen to your feedback. We plan to issue a loose roadmap in the next little while so that you can start seeing our vision for where we want to take UnderMine 2. Until then, please keep reporting bugs using the in-game bug reporting tool, and let us know what you think of the changes.

Cheers,

- Thorium

(Please note: In order to expedite this update we needed to auto-translate some text strings. There may be errors, or the language may be a bit confusing. We will have this professionally localized as soon as possible and correct this. Also, we will be opening a channel in Discord for localization feedback. We want to work with our team to improve the translations of UM2.)[/p][p][/p]
UM2 - Ver 0.3.1 - Small Update
[p][/p][h2]Balance Changes[/h2][h3]Peasant[/h3]
  • [p]Increased the pickaxe throw distance from 6 to 8[/p]
  • [p]Increased the Peasant's projectile speed from 20 to 25[/p]
  • [p]Increased the Peasant's speed from 12 to 13[/p]
  • [p]The first four pickaxe upgrades now give 3 strength each[/p]
  • [p]The fifth pickaxe upgrade (Coup D'Etat) now adds a chance of discovering a strength blessing when mining gold[/p]
  • [p]The first four glove upgrades now give 3 dexterity each[/p]
  • [p]The fifth glove upgrade (Red Right Hand) now adds a chance of discovering a dexterity blessing when mining gold[/p]
  • [p]Lowered the amount the Peasant slows down when throwing (also applies to Black Rabbit)[/p]
[p] [/p][h3]Hazards[/h3]
  • [p]Hazards (Holes, spikes, exploding barrels, etc) now spawn at 25% frequency (per room,) down from 60% (This does not affect hand placed hazards in encounters)[/p]
  • [p]Holes have been removed from the hazards table (They no longer dynamically spawn. This does not affect hand placed holes in encounters)[/p]
[p][/p][h3]Enemies[/h3]
  • [p]Rooms now more aggressively adjust their enemy population cap when filled with walls or holes[/p]
  • [p]Bobo's population increased from 4 to 5 (Decreasing the number of enemies in the room)[/p]
  • [p]Big Bug's population increased from 3 to 5 (Decreasing the number of enemies in the room)[/p]
  • [p]Decreased enemy population in Mine 1x1 rooms from 17 to 15[/p]
  • [p]Decreased enemy population in Mine 1x2 and 2x1 rooms from 24 to 21[/p]
  • [p]Decreased enemy population in Mine 2x2 rooms from 27 to 24[/p]
  • [p]Decreased high enemy strength in the Mine from 28 to 24[/p]
  • [p]Decreased very high enemy strength in the Mine from 36 to 28[/p]
  • [p]Decreased high enemy dexterity in the Mine from 24 to 20[/p]
  • [p]Decreased very high enemy dexterity in the Mine from 32 to 26[/p]
  • [p]Mirror Mages no longer spawn in the Mine[/p]
  • [p]Queen Fish no longer spawn in the Mine[/p]
  • [p]Assorted adjustments to Mine enemy spawning logic to avoid too many enemy types per room[/p]
  • [p]Rat Nest now has a max per encounter of 1[/p]
  • [p]Big Bug now has a max per encounter of 1[/p]
  • [p]Summon rat ability (used by rat nest) cost increased from 7 to 14[/p]
  • [p]Rat Nest no longer destroys itself if it reaches its max follower count (instead it stops summoning)[/p]
  • [p]Rat Nest destroys itself when it no longer has enough mana to summon a rat[/p]
[p] [/p][h3]Economy[/h3]
  • [p]Increased the thorium rewards in the post-boss chests[/p]
  • [p]Increased the gold rewards from bosses (moved the gold drop to the boss from the chest in the antechamber)[/p]
  • [p]There is now a large bonus thorium reward for the first kill on a boss[/p]
  • [p]Increased the thorium and crown rewards from the Pilfer Loyalty Vendor[/p]
  • [p]Increased thorium drop rate from thorium nodes and chests[/p]
  • [p]Increased gold drop rate from gold nodes, chests, and other sources[/p]
  • [p]Increased thorium cap from 300 to 500[/p]
  • [p]Reduced the donation cost of the Pilfer Loyalty Vendor in the Pilfer Shop[/p]
  • [p]If a boss chest or rare chest does not spawn a blueprint, it will spawn an extra crown instead[/p]
  • [p]Added an additional treasure encounter to both Mine floors[/p]
  • [p]Increased the average number of gold nodes in the Mine from 6 to 7[/p]
  • [p]Increased the average number of gold nodes in the Lab from 6 to 6.5[/p]
  • [p]Readjusted early Pilfer shop gold costs to be significantly more affordable[/p]
[p][/p][h3]Items[/h3]
  • [p]Salamander Tail now ignites braziers and food on the first hit[/p]
  • [p]All popcorn relics have slightly less base chance to activate and their luck modifiers have been reduced[/p]
  • [p]Ambrosia's luck modifier has been reduced[/p]
[p] [/p][h3]Other[/h3]
  • [p]Poison and Ignite no longer combine to trigger a poison blast [/p]
  • [p]Increased food drops from a boss from 1 to 2 (moved food drop to the boss from the chest in the antechamber)[/p]
  • [p]Keys no longer drop from bosses and are no longer necessary to open the post-boss chest in the antechamber (achievement icons will be updated at a later date)[/p]
  • [p]The Delvemore Dungeon is now accessed via lever instead of pressure plate[/p]
  • [p]After the Delvemore Dungeon has been unlocked, the cell doors no longer need to be lowered[/p]
  • [p]Lowered the luck modifier on Pilfer Shop discounts[/p]
  • [p]Decreased Black Rabbit's base luck from 5 to 2[/p]
  • [p]The Offering upgrades have been moved to Camilla's Office in the Hub and are now available when the Glasses and Alterra Atlas upgrades have been purchased[/p]
  • [p]Tightened up various damage zones and animation timings on Cruciferous[/p]
  • [p]Cruciferous now gives you more time to react between his intro and first attack[/p]
  • [p]Lowered damage amp of the Bubble status effect from 4x to 2x[/p]
  • [p]Mutation Curse has been removed from the game[/p]
[p][/p][h2]Bug Fixes[/h2]
  • [p]Overhauled item scattering logic to be much better about not launching your items into pits before you have a chance to collect them[/p]
  • [p]Made additional gold scattering fixes to help dislodge wall gold that tried to spawn behind tall rocks or blocks[/p]
  • [p]Items are now immune to spike damage. This prevents them from occasionally bouncing on spikes until they die before you can pick them up[/p]
  • [p]Kiss of the Succubus no longer works on bosses[/p]
  • [p]Greyhare's Marker from Black Rabbit's Greyhare's Diary upgrade now has the highest minimap priority[/p]
  • [p]Rabbit's Tools will no longer spawn in Pilfer Shops in the Mine which prevented it from appearing in the Abandoned Foundry[/p]
  • [p]Fixed an issue that prevented Arcana from appearing in Pilfer Shops prior to upgrading them[/p]
  • [p]Mirror Gem no longer triggers on Thorium ore nodes[/p]
  • [p]The Shatterstone that hides the entrance to the Frost Whirl encounter is no longer immune to all damage[/p]
  • [p]If a follower attacks an activated Lightning Mite or Electric Smidgen, the follower gets zapped first (though the chain lightning can still hurt you if you're standing within range)[/p]
  • [p]Resources that you collect in the Hub no longer show on the run end screen[/p]
  • [p]Fixed an issue with selling combo relics to Black Rabbit that would cause them to debit gold instead of crediting it[/p]
  • [p]Fixed a bug that would cause shop cost decorators to appear if you lost the Blood Money curse outside the shop[/p]
  • [p]Fixed a bug that would cause Shop Pilfers that spawned in the corridor from completing their mission[/p]
  • [p]Fixed a bug preventing you from donating potions with the Aethernet Portal when using a controller[/p]
  • [p]Fixed a bug that would kill you again immediately if you resurrect while standing on a damage hazard[/p]
  • [p]Fixed various crashes[/p]
  • [p]Quicksilver now works as intended[/p]
  • [p]Fixed an issue where it was possible to find some secret doors by attacking the wall[/p]
  • [p]Fixed an issue where a secret encounter was accessible without needing to discover it[/p]
[p][/p][h2]Other Changes[/h2]
  • [p]The Chronometer upgrade has been added to the Temple in the Hub[/p]
  • [p]Timed status effects (such as potions) no longer tick down during non-interactive sequences such as boss introductions or cutscenes[/p]
  • [p]ShatterPulse Core now destroys Shatterstones even if you don't hit the bomb first. If you do hit your bomb, it will still produce a Shockwave, as before[/p]
  • [p]Ball and Chain and Stalactites no longer damage or knock back items. This prevents trapped chests from knocking your items into pits.[/p]
  • [p]The Meteor Wand blueprint now drops from the Triad (Baggledag) boss fight [/p]
  • [p]Kiss of the Succubus now shows an indicator when there are no valid targets in the room[/p]
  • [p]Added dialog to the Emissary in the Hub[/p]
  • [p]Lowered Lurker spawn rate in the Mine[/p]
  • [p]Increased Bandit spawn rate in the Mine[/p]
  • [p]Arcana that grant an additional tracker status (for example, Swindler's Coin and Adventurer's Bank) will restore their tracker status to the previous level if you drop the Arcana and then pick it up again. This means that you still have to hold on to your Swindler's Coin to keep the Luck bonus, but you can get the bonus back by equipping it again[/p]
[p][/p][h2]Anvil (Modding) Changes[/h2]
  • [p]Additional security checks[/p]
  • [p]Fixed an issue where mods were not loading correctly in test mode[/p]
  • [p]Anvil now supports installation to a different Steam library from the game (as well as non-default install locations)[/p]
  • [p] Added text labels to remote console icons to improve usability when Unity caching is not refreshing[/p]
  • [p] Anvil now has a version number[/p]
  • [p] The Data Wizard can now copy additional types of data: UpgradeItemData, LocData, SpawnTableData, Potions, and Cutscenes, Bombs[/p]
  • [p]Remote console now allows browsing and spawning Upgrades[/p]
  • [p]Fixed an issue where the "Install Unity Hub" button text was cut off on some configurations[/p]
[p][/p][p][/p][p][/p]