Patch Notes 1.1.2.14

## Beta Branch is open!

New content just got put on the beta branch for testing! The patch will be made live for everybody on March 7th, baring the discovery of any unsightly bugs.

If you want to test it out early, you can access the beta branch by following these steps:

* Right click on A Robot Named Fight in your library and select properties
* Go to the tab labeled BETAS
* Enter this code and change the drop down to beta: stupidnewbdev
* The game should now appear as A Robot Named Fight [beta] in your library

This patch adds 13 new items, including 3 new traversal items. It also adds several achievements that you might notice have shown up. **However, the biggest addition is a new room type: Shrines.**

Shrines to the six different mechanical gods accept scrap of all kinds, and will bless or curse you with random effects based on your donations. These shrines also have "recipes" that can be donated for reliable effects like temp stat buffs, item rerolls, and other gifts. They're accompanied by achievements that unlock lil' versions of each shrines as well. These orbital version of the shrines will follow the player and collect scrap to bestow various blessings on the player.

In addition to this patch, the other big news is that March 7th will be the 6 month anniversary of the game's launch on Steam! Since launch, I've released 8 patches featuring free new content. These free updates wouldn't have been possible without the support of the community here, on discord, and on Patreon[www.patreon.com].

The game now has 104 Items, 361 rooms, 3 endings, a new secret world with its own boss and enemies, Linux support new item synergies, seeded runs, a new shop, a bunch of quality of life updates, and now shrines. Some of these numbers, most notably items, are nearly double what they were at launch. For this reason, **the game will be seeing a price increase from $9.99 to $12.99 sometime between now and the 7th (pending approval).**

Hopefully all of the additional content makes the game feels worth this modest price bump. The game will still see substantial discounts during steam sales, and I'm also lowering the price of the OST to $2.99 (pending approval). The game will also continue to see free updates in the future. There's one other reason for the price bump, but I can't reveal it until later in April. I'm really excited about it and I hope you will be too!

Full patch notes follow (may change before released on the 7th):

## Shrines:

-Added a new room type: Shrines
-Shrines for Buluc-Chabtan, Hephaestus, Tyr, Wadjet-Mikail, Zurvan, and Orphiel
-Shrines grant semi-random effects as well as predetermined (recipe) effects base on the amount of scrap donated to them

## New Items:

-Buzzsaw Shell (Traversal)\*
-Hover Boots (Traversal)\*\*
-Phaserang (Traversal)\*
-Power Pauldrons
-Power Shield\*
-Search Burst
-Lil Tyr\*
-Lil Zurvan\*
-Lil Phaestus\*
-Lil Wadjet\*
-Lil Buluc\*
-Lil Orphy\*
-Phantasmal Orbs\*
\*New Achievement
\*\*Inifinijump unlock replaced with Hover Boots unlock

## Bug Fixes:

-Fixed rapidly repeating sounds from floating pacers
-Fixed issue where rate of fire more than 30 times a second wasn't frame rate independent. (Most noticeable with machine gun).
-Fixed issue where aura bolts could gain double auras
-Fixed issue where some effects could cause player to have negative energy
-Fixed bug with restart shortcut that could cause the game to crash
-Fixed issue where seeded runs can make certain achievements unattainable
-Seeded runs no longer change stats
-Green ghosts in A Forbidden Place no longer spawn scrap
-Fixed slide fast fall
-Fixed bug that prevented player from using Arachnomorph while under confusion effect
-Fixed bug where auras wouldn't hide when unequipped
-Fixed blurriness on Buried City doors
-Fixed potential soft lock in Glitch1x1UpDown01
-Fixed potential soft lock in Glitch1x2AllExits04
-Fixed potential out of bounds in Cave1x3Zag01, BuriedCity1x2Jump02, Factory2x1NoDown03
-Fixed hidden item blocks in Factory2x1NoDown02
-Fixed methods in layout generator that found unused exits in unused grid spaces
-Fixed bug with Surface1x2AllExits02
-Fixed bug with down door in Cave1x1ItemRoom02, Cave1x1ItemRoom03
-Moved minor item hidden behind UI in Cave1x1AllExits01
-Fixed bad tiles in BeastGuts3x2AllDirections01, Cave2x1IgnoreTerrain02, Factory2x1AllExits02
-Fixed issue with SaveGameManager that could cause slow downs
-Fixed issue where trail from celestial charge could persist after trading activated items
-Fixed bug where map could be expanded while pause menu is visible

## Balance Changes:

-Wall Pukers' Puke Beam doesn't last as long
-Made Factory2x1NoDown02 easier
-Homing Bolts only home within a 45 degree arc
-Picking up Mega Health refills you health to max
-Picking up Mega Energy refills you energy to max
-Fewer Spikes in Cave4x1AllDirections01
-Removed some enemies from BuriedCity2x1LeftRight01
-Slightly longer energy regeneration time
-Player jump "time to apex" slightly lowered (jump is a smidge less floaty)
-Larger explosions for larger projectiles