cross-posted from: https://programming.dev/post/37310154

Patch Notes:

  • Fixed situation where players could remain cloakless after Slab escape sequence.

  • Fixed wish Infestation Operation often not being completable during the late game.

  • Fixed wish Beast in the Bells not being completable when Bell Beast is summoned at the Bilewater Bellway during the late game.

  • Fixed getting stuck floating after down-bouncing on certain projectiles.

  • Fixed courier deliveries sometimes being inaccessible in the late game.

  • Fixed craft bind behaving incorrectly when in memories.

  • Fixed Lace tool deflect soft-lock at start of battle in Deep Docks.

  • Fixed Silk Snippers in Chapel of the Reaper sometimes getting stuck out of bounds.

  • Fixed Claw Mirrors leaving Hornet inverted if taking damage during a specific moment while binding.

  • Fixed Snitch Pick not giving rosaries and shell shards as intended.

  • Fixed Swamp Squits becoming invincible if hit under water.

  • Fixed instance where Lugoli could leave the arena and not return.

  • Removed float override input (down + jump, after player has Faydown Cloak).

  • Slight difficulty reduction in early game bosses Moorwing and Sister Splinter.

  • Reduction in damage from Sandcarvers.

  • Slight increase in pea pod collider scale.

  • Slight reduction in mid-game Bellway and Bell Bench prices.

  • Slight increase in rosary rewards from relics and psalm cylinders.

  • Increase in rosary rewards for courier deliveries.

  • Various additional fixes and tweaks.

Not mentioned in the patch notes is that they apparently made many environmental hazards deal 1 damage instead of 2, including the worms at Blasted Steps and the cogs in act 2. In classic Team Cherry communication, they just didn’t include it in the patch notes!

  • cuzit@lemmy.ml
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    2 days ago

    The runback wasn’t difficult at all but it was very annoying. You can avoid all enemies on the route except for a single drill fly, but it takes a whole 30 seconds or more to make the run back to the boss fight.

    Actually, you can avoid all the enemies. The basic gist is just to keep running. If you run and jump from the start of the room, you’ll land and go under the drill fly when he spawns. Run-jump to the next platform and go up, and he’ll be stuck under the platform. Then you just jump up the little shortcut gap, pogo to the next ledge, and do another running jump to the second pogo to clear that drill fly before he can get you. If you run it and don’t mess up a pogo, it takes about 20 seconds.

    I went from frustrated with the run back my first two or three attempts on Last Judge until I got the run back down and then it was kinda fun. I’d still rather not have run backs tbf but that one’s not quite as bad as I’ve seen some people make it out to be.