Updated our Unity version to fix the Citrix Workspace issue and several Unity-related crashes.
Gameplay Changes/Improvements
Chain lightning effects no longer damage friendly companions.
Added better crash recovery for Paradox progress and the Gunslinger's past.
The new characters now show up in the breach even if you can't afford runs with them.
We now accept mouse clicks for advancing dialogue in boss intros (like other NPC conversations).
Added milliseconds to the speedrun timer by default and improved timer performance.
Removed an invisible collider in the Breach (lol).
The Breach now has a visual indication of whether or not the alternate starting guns are active.
Improved the interaction between beam weaponry and Orbital Bullets (the circle portion no longer collides with walls).
Several QoL improvements to Duct Tape, particularly with large clip guns.
Improved the interaction of the Triple Gun with ammo capacity increases.
Improved the interaction of the Chamber Gun with ammo capacity increases.
Improved the interaction of the Bloodbulon with freeze status.
Reverted the control change to the Bloodied Scarf introduced in FTA (this caused several issues and cursor jumping on mouse controls).
The Big Shotgun can now consume the new shotgun kin types.
Made 360 No Scope synergy more consistent on controller.
Added a fallback to the Chest Teleporter; if a chest fails to spawn, it will spawn on the next floor.
Bug fixes
Fixed a number of crashes, including ones related to:
Throwing a gun in the coop past.
Finishing the coop past.
Reflecting the DraGun's knives.
Paradox and certain animation combinations.
Dying in coop while firing certain shotguns.
Some Blooper synergies.
Several issues related to quick restarting.
Entering some rooms in the rat maze after reviving with the Gun Soul.
Several issues related to reload aura synergies.
Several issues which could occur during loading/generation screens (particularly the one which occurred frequently while loading Bullet Hell).
Feeding the rat to the baby dragun while he's speaking.
Running to the edges of the payday drill room with some followers.
Player followers being transmogrified by projectiles returned by Gunjurers.
Flipping a table in a room that never contained enemies with some table tech items.
Flipping a table with Table Tech Rocket and items which increase projectile size.
Projectiles growing larger than intended due to stacking effects like Snowballets.
Some hovering weapon synergies.
Rare issue while encountering the Lost Adventurer for the first time.
Rare issue during a wall mimic transformation.
Rare issue with some screen shake values.
Fixed a softlock caused by shooting Patches and Mendy in coop while one player is interacting with them.
Fixed a softlock/freeze that could occur on the Blobulord, Fuselier, Resourceful Rat and new secret boss fights (hopefully, we couldn't reproduce this directly).
Fixed an issue which prevented entering the new secret floor if the player teleported away immediately after opening the entrance.
Being cloned while being on fire will no longer result in the clone being on fire.
Fixed an issue where some unlocks for the DraGun didn't trigger on the Advanced DraGun.
Seven-Leaf Clover now works correctly when loading midgame saves.
Fixed issues with several starting items in Paradox runs.
Fixed several issues where the Unfinished Gun would show up even after the Finished Gun was unlocked.
Fixed an issue where the new secret floor wasn't always accessible (after loading a midgame save).
Fixed an issue which could cause infinite generation screens, particularly in Bullet Hell (hopefully, we couldn't reproduce this one directly).
Fixed an issue which could prevent revives in coop when Paradox started with an item that grants Armor.
Fixed an issue where some Tubo Mode effects were increased in coop.
The railgun should no longer appear to have “chunky” aim while using a controller.
Fixed an issue where Junkan's projectiles could grow indefinitely with Snowballets.
The Number 2 item should no longer be occasionally invisible.
Fixed an issue where Meat Bun's effect could remain permanently after loading a midgame save.
Fixed an issue where Paradox could start with double blasphemy.
Fixed an issue with goop in the Aimless Void.
Katana Bullets now work with beam weaponry.
Companions should no longer be worse in Turbo Mode.
Fixed some text issues with accented characters on the run complete screen.
Fixed an audio issue with the Payday Drill.
Fixed an issue where the Ammonomicon could display incorrectly.
Fixed an issue where players could get stuck in the pet animation if started while dodgerolling.
Fixed an issue with the Chamber Gun in the fourth secret floor.
Fixed an issue with the Trigger Twins synergy.
Fixed an issue where a save button wouldn't appear on the second floor when loading a midgame save.
Tweaked volume levels for the new secret boss.
Fixed a bug caused by the Sprun triggering on level load.
Fixed some volume issues in coop.
Fixed an issue where Winchester's arcade gun could lose ammo unintentionally.
Fixed a bug where the Gun Soul would sometimes not properly function in coop.
Fixed an issue which could cause door and pedestal sprites to show glitched textures (hopefully, we couldn't reproduce this one directly).
Fixed some visual issues with Tiny UI in conversations.
Fixed audio issues with some weapons and synergies (including the Lower Case R and Sprun).
Fixed an issue where some synergy auras could become permanent.
Fixed a typo Chance Bullets' description.
Fixed an issue where coop players in a Rainbow Run could sometimes pick up two items simultaneously.
Paradox's random items should now work correctly with shortcuts.
Fixed several issues with the mimic gun (including entering a past or finishing this weapon during a Gun Queue challenge room).
The Gunsling King will no longer issue gun challenges if you have a locked weapon (e.g. gun mimic).
Fixed a bad interaction between cooperative play, resurrection chests, and the Clone item.
Fixed an issue where enemies could become stuck inside NPCs but not directly shot.
Fixed an issue where the Antichamber synergy would not function.
Fixed an issue where the in-game timer would not start on chest interaction in Rainbow Runs.
Fixed an issue where chest spawning noises were too loud in Rainbow Runs.
Fixed a display issue where certain boss names would be missing accented characters in certain languages.
Fixed an issue where transformed guns were not properly maintaining ammo across midgame saves.
Reward pedestals should not appear on the minimap in Rainbow Runs.
Fixed an issue where quick restarting with an alternate costume resulted in mismatched hands.
Fixed an issue where secret rooms could interpenetrate with normal rooms.
Fixed an issue where the Crown of Guns (and related weapons) could appear over the elevator.
Fixed auto-aim in the Pilot's past.
Handle companion mirror vollies correctly for challenge modifiers.
Fixed a visual issue caused by teleporting away from a room while sign text is displayed.
Fixed (again) an issue which allowed the Unfinished Gun to show up in shops even after the Finished Gun is unlocked.
Fixed (again) an issue which could cause door and pedestal sprites to show glitched textures (finally reproduced this one and confirmed it's fixed).
The 360 No Scope synergy is no longer dependent on framerate, which should make this more reliable (especially on some controllers).
Fixed another issue related to infinite dog petting (caused by table flipping).
Reverted the change which started the speedrun timer when opening a rainbow chest.
Fixed the speedrun timer format (now uses a period between seconds and milliseconds instead of a colon).
A new secret floor with unique enemies and a new boss.
Rainbow mode - A new mode inspired by the community where you start each floor with a rainbow chest, but can only pick up one of the offered guns/items.
A new Beholster shrine.
Unlockable alternate art for starting weapons.
You can pet the dog!.
Gameplay Changes/Improvements
Increased the boss DPS cap slightly (making it more lenient for players).
Boss health bars now fade out when drawn over players.
The Robot can now use shrines that cost health by spending armor instead.
The empty bottle now works properly with more items.
Radial traps will give the player more time to react upon entering the room.
Critical shots should no longer be blindingly bright.
Increased the dropped rewards for defeating the Old King.
Pedestal and wall mimics now drop rewards on death.
Wall mimics will no longer spawn in boss rooms unless you are particularly cursed.
Increased the chances of spawning some special rooms.
Red chests that reward health up items will now also drop one key.
Optimization pass which should improve performance in scenes with many bullets (particularly bosses like the Gorgun).
Many balance changes to guns and items, which should make red chests more consistently good.
Bug Fixes
Fixed an issue which caused more wall mimics to show up on each subsequent run until the game was restarted (woops).
Fixed an issue where the speedrun timer counted down during some portions of the loading screen.
Fixed an issue where duplicate resolutions could show up in the Video options menu.
Fixed some missing or erroneous strings in several languages.
Fixed a crash issue caused by the payday drill.
Fixed an issue where the chest teleporter could sometimes cause chests to never reappear.
Fixed an issue where co-op players could get stuck in walls during boss intros in boss rush mode or on the secret rat floor.
New guns, items, enemies, shrines, NPCs, rooms, and secrets.
Tons of new and powerful synergies - look for the blue arrow and improved item notification.
New minibosses (Blockner's Ghost and the all-new Fuselier).
New Spread Ammo box - adds a small amount of ammo to all equipped guns.
Slide over tables by dodge rolling toward them!
Save hearts for later when at full health - pick them up at the new heart dispenser located at every floor entrance and shop (note: stored hearts are reset each floor!).
Added teleporters to more rooms (including chest rooms and exit rooms).
Turbo mode - delve into the Gungeon to find a new NPC who can enable this high-octane mode.
Added a new gameplay option to increase movement speed when not in combat (for those who wanna go fast but don't want to be shot at fast).
Added additional aim assist options (particularly for those who can't or don't like using the right stick).
Added Ultrawide support (set the graphics scaling to “Fast Scaling” or “Uniform Scaling”).
This update also includes the Payday items.
Gameplay Changes/Improvements
Added a new loot profile which improves shop contents, increases room reward frequency, and tweaks item/chest drop rates to be more generous, particularly early in runs. This is enabled by default but can be changed in the options menu.
Replaced “key forcing” with tweaked key drop rates and guaranteed keys in the shops of the first two floors. There should no longer be any benefit to leaving a key uncollected.
Removed locked shops.
Modified Robot balance (now receives casings for health up items and +1 armor for mastery tokens) [this is a buff on most platforms, but a reduction from what shipped on Switch].
Increased Hegemony credit drop rate, enabled credits to drop in shortcut runs, and added a credit reward for the first tutorial completion.
Reduced the required kills on some of the longer Frifle hunts.
Gave the smash tent and lost adventurer their own minimap icons.
Added a new type of challenge for the Gunsling King.
Glass Guon stones will no longer be stolen by the Resourceful Rat.
Bullats can now drop casings if killed before they fire themselves.
Charge guns can now be charged before entering a boss room and will keep their charge through the intro.
Added an option to enable controller aim assist for beam weapons (formerly only worked on non-beam weapons).
Removed player-damage from several explosive items.
Players now drop all items when killed in coop.
Gave the Chaingunner a new attack with some range (watch out!).
Placed limits on boss attacks that leave the boss invulnerable for extended periods of time (High Priest and Cannonbalrog can each only use their immune attacks twice).
You may now receive a gun from the “shopkeeper” on taking the shortcut to the second floor, similar to the other shortcuts.
Skusket's now spawn their bullets more slowly when the player is nearby (to reduce cases where the player takes damage immediately upon entering a room).
Reduced the effectiveness of player explosions destroying enemy bullets when many explosions are used rapidly.
Sped up blobulon death animation speeds (to reduce the time you need to wait for them to split).
Made balancing changes to many guns and items (too many to list here).
Probably many other small things we've forgotten about!
Bug Fixes
Fixed an issue where firing very large bullets could fail when the player was standing near a wall.
Fixed an issue where Lead Maidens did not remain open when frozen.
Fixed a dungeon generation bug that could cause hallways to incorrectly connect to nearby rooms (including corners of boss rooms).
Fixed an issue where starting weapons/items couldn't be dropped by *any* character (should only be locked on the character that starts with that item).
Fixed an issue where moving platforms could become desynced, making some rooms difficult or impossible to traverse.
Fixed an issue where ammolets failed to give extra blanks when loading a midgame save.
Fixed an issue where some shootable projectiles were not considered targets for aim assist (specifically the Dragun, High Priest and the boss in the Pilot's past).
Fixed an issue where some non-shootable objects were considered targets for aim assist (the Mine Flayer's mines).
Fixed an issue where purple lanterns didn't appear for some NPCs.
Fixed an issue where aim assist behaved unpredictably on the Kill Pillars.
Fixed an issue where Rubber Kin and Tazies could get stuck in doors, or clip through them causing a soft lock.
Fixed an issue where the Resourceful Rat could steal some items from the floor of secret rooms.
Fixed an issue where Keybullet Kin weren't affected by aim assist, homing projectiles, orbitals or companions.
Fixed an issue where debris would hover in the air after falling on a moving platform.
Fixed an issue where the Yellow Chamber could fail to remove enemies.
Fixed an issue where curse values didn't persist on death in coop.
Fixed an issue where enemies could spawn in the back wall of the Bullet King's throne room.
Fixed an issue where the Gorgun's stone gaze didn't affect some types of weapons.
Fixed an issue where an active item was missing from the Pilot's past.
Fixed an issue where the right stick wasn't zooming the minimap correctly.
Fixed some phantom Ammonomicon entries.
Fixed an issue where the Big Boy item could be stuck in an infinitely reusable state.
Fixed an issue where player beam weapons could create duplicate beams when affected by some status effects.
Fixed a crash caused by using the Sense of Direction in the shortcut shaft.
Fixed an issue that causes the game to become choppy after resuming from a long sleep.