Fixed Ruins boss being pushed away to the infinite void when pushed by a player's Force Shield
Fixed XInput gamepads having incorrect bind names on Windows
OMP: Fixed a couple of issues with projectiles being drawn incorrectly when they're first created
New/Balance
The angle of aimed ranged attacks now persists until the player uses a melee attack
Reworked Abomination boss
Abomination's gore balls now return back to their original position after being thrown
Abomination is no longer physical, allowing players to pass through without issue
Increased Zombie's attack windup by three frames, and decreased hp from 75 -> 60
Increased the minimum range of damage for Lightning and Chain Lightning.
Optimized performance in a number of entities by reducing number of collision calls
Patch 59f
Balance/Misc
Added one more level to Wildling's Fist Weapon tree, Pummel 3
Wildling Pummelling no longer fires a non-quickened attack
Knight's falling sword slightly reworked
Damage has been greatly increased, and damage fall-off of successive attacks decreased
Added a short delay before retracting the sword after hitting something
Added a much more obvious windup animation to Zombie attacks, and increased Zombie health from 40->75
Slightly reworked Shockwave visual effects
Added a destroy effect to BossWorm projectiles
Reduced animation time for The Smith shrine
Fairys now light up the level around them
Boulders now retain next to zero horizontal velocity while falling (they now tend to fall straight downwards)
Vagante files are now compressed, reducing their size significantly
Bugfixes
Fixed a crash related to certain NetMenu actions
Fixed a crash related to Mech Grunts in Branch 4 (Factory)
Fixed a crash related to the new plant boss's grappling behavior
Fixed a bug that caused players to randomly die to a "mysterious force"
Fixed dropped items being drawn slightly larger than normal, instead of being drawn at a 100% pixel scale
Fixed Behemoth boss in Act 4 (Rift) spawning underneath islands, and being untriggerable
Fixed dead minimechs being targetable by spells
Fixed some glitches with Imp animation in Branch 3 (Tower)
Fixed tile collision flags not being correctly set for the edges of levels (only noticeable on the edges of left-most or right-most islands in Act 4 (Rift))
Fixed Golem's hurt animation overriding its attack animation, resulting in a desync'ed weapon hitbox
Fixed a case where boss reward chest did not spawn in Branch 2 (Forest Temple)
Fixed players being able to block while frozen
Fixed charmed Spiders hurting friendly units
OMP: Potentially fixed a bug that caused certain players to have a black screen after a level transition
OMP: Fixed players disconnecting while holding a unit or fairy not properly dropping them
Patch 59f
Balance/Misc
Added one more level to Wildling's Fist Weapon tree, Pummel 3
Wildling Pummelling no longer fires a non-quickened attack
Knight's falling sword slightly reworked
Damage has been greatly increased, and damage fall-off of successive attacks decreased
Added a short delay before retracting the sword after hitting something
Added a much more obvious windup animation to Zombie attacks, and increased Zombie health from 40->75
Slightly reworked Shockwave visual effects
Added a destroy effect to BossWorm projectiles
Reduced animation time for The Smith shrine
Fairys now light up the level around them
Boulders now retain next to zero horizontal velocity while falling (they now tend to fall straight downwards)
Vagante files are now compressed, reducing their size significantly
Bugfixes
Fixed a crash related to certain NetMenu actions
Fixed a crash related to Mech Grunts in Branch 4 (Factory)
Fixed a crash related to the new plant boss's grappling behavior
Fixed a bug that caused players to randomly die to a "mysterious force"
Fixed dropped items being drawn slightly larger than normal, instead of being drawn at a 100% pixel scale
Fixed Behemoth boss in Act 4 (Rift) spawning underneath islands, and being untriggerable
Fixed dead minimechs being targetable by spells
Fixed some glitches with Imp animation in Branch 3 (Tower)
Fixed tile collision flags not being correctly set for the edges of levels (only noticeable on the edges of left-most or right-most islands in Act 4 (Rift))
Fixed Golem's hurt animation overriding its attack animation, resulting in a desync'ed weapon hitbox
Fixed a case where boss reward chest did not spawn in Branch 2 (Forest Temple)
Fixed players being able to block while frozen
Fixed charmed Spiders hurting friendly units
OMP: Potentially fixed a bug that caused certain players to have a black screen after a level transition
OMP: Fixed players disconnecting while holding a unit or fairy not properly dropping them
Patch 59e
Fixed some Linux machines not being able to start the game.
If you continue to have issues, please let us know
Fixed crash related to the player blocking an attack
Fixed crash when loading a saved game and then summoning a monster
Fixed crash related to BossZombieDragon pathfinding
Fixed crash related to BossAbomination pathfinding
Fixed a crash related to attacking a breakable wall
Fixed BossGolem attack animations being overrided by its hurt animation
Fixed players being able to pick up an object that had already been picked up
Patch 59d
Fixed a crash when using a falling sword attack
Fixed a crash that could occur when Items were destroyed (like by a Smith shrine)
Fixed some units being killed despite having hp values greater than zero