Update History/Version 1.1.0

*Note: The majority of this content comes from the official Patch Notes for v1.1.0. This page is intended as a supplement to those patch notes, with quick links to navigate across the wiki. Purple text indicates the context for a change.*

## Overview

Major new features, as well as balances, fixes, and an optimisation overhaul. Coincides with the release on Nintendo Switch.

* Steam News - *The Fabled Heroes Update is Now Live*
* Patch Notes - *v1.1.0 – The Fabled Heroes Update*

## Patch Highlights

* **Weapons, Spells, and Relics Galore**
	+ Tons of new Weapons and Spells are coming down the pipe for you to add to your repertoire.
	+ From big community requests like the Lich King’s Crow Staff [ Crow Storm], to more eclectic weapons like a haunted Umbrella [ Kasa-obake], the latest update has a ton of neat new items to show off.
	+ We’re also making the experience even wilder with new Relics that really take the cake.
	+ We hope you’re as big a fan of these new additions as we are!
* **NG+, and Fixing the Flow**
	+ Tons of gameplay changes have been made based on community feedback.
	+ We’ve rehauled the Biome Burdens to give players more control in how they tweak the NG+ experience, while also adding a ton of new choices to really customize each adventure.
	+ If you haven’t stepped into NG+ before, now is a great time, and if you’re a vet, there’s a whole new set of challenges that await you.
* **A Braver, Newer World**
	+ We’ve gone over biome generation to make every area more rewarding and let players creep more power if they invest in full clears.
* **More Risk/More Reward**
	+ We’ve also made massive changes to red portals to make the decision-making more dynamic.
	+ Their difficulty has been bumped up, but their rewards have significantly increased as well.
	+ On top of the gold chest, clearing these bad boys will now net you a Health tree and a Relic room to boot.
* **Play Your Way**
	+ Even more options have been added to the House Rules, to allow for the most curated experience ever.
	+ We’re also including the oft-requested option to reset your Skill Tree if you ever feel your money was not well spent.
* **Engine Rehaul**
	+ Considering how important movement is to a player’s success in Rogue Legacy 2, better performance was always a major goal of ours.
	+ We’ve finally had the opportunity to strike this off the bucket list, and a single note in the Patch Highlights doesn’t do justice to how much work was actually put into improving the experience.
	+ No part of the game was left untouched, with many of the fundamental systems completely rebuilt.
	+ Of course, this meant potentially breaking much of what wasn’t broken before, and while we’ve done our best to ensure the experience remains unchanged (other than making things run a lot smoother), we suspect a few bugs may have slipped through.
* **Even More for the Masses**
	+ Now that RL2 has been released on the Nintendo Switch, we're working on native versions for Mac and Linux that we hope to have ready soon.
	+ And as a sweet cherry on top, the game has been fully translated in Japanese!

## New Content

### New Fabled Classes (5)

* Brigand
	+ Switch sides and arm yourself with the powerful blunderbuss and send foes flying with this shotgun-like weapon.
	+ Just be careful of the recoil.
* Demon Tamer
	+ Let the monsters fight for you!
	+ Partner up with the umbrella shaped Kasa-Obake and Mary Poppins your way to victory.
* Eventide Spymaster
	+ Poison your foes as you strike from the shadows with these new weapons borne from the teeth of a certain dragon.
* Lich
	+ The fan favourite from Rogue Legacy 1 returns.
	+ Wield the power of the almighty Crow Storm staff and turn your foes into bird food - magic bird food!
* Stygian Sharpshooter
	+ Find the best angles, and bring the pain to your foes with the power of ricochets. Hope you didn’t skip math class!

### New Fabled Weapons (5)

* Blunderbuss
* Crow Storm
* Dragon Fangs
* Kasa-obake
* The Triangulator

### New Spells (2)

* Lucent Beam - Hold your ground with this new high risk, high reward Spell.
* Shield of Thorns - Next level protection with a thorny twist.

### New Relics (13)

* Aether's Grace
	+ Grants a bonus Double Jump. Only becomes available if the player has earned the Double Jump Heirloom ( Aether's Wings).
	+ *We are introducing new forms of mobility earlier on while also letting players bring stuff like the Triple Jump and Air Dash into Erebus Scar Challenges.*
* Ananke's Grace
	+ Grants a bonus Air Dash. Only becomes available if the player has earned the Air Dash Heirloom ( Ananke's Shawl).
	+ *See above*
* Azure Aegis
	+ A percentage of incoming damage is redirected towards your Mana bar.
	+ *Tank Mages.*
* Cloak of Eventide
	+ Standing still grants  Cloaked.
	+ *New ways of evading attacks.*
* Feathered Cap
	+ Casting your Talent grants  Charged.
	+ *Welcome, Duelist.*
* Mammon's Bounty
	+ Grants random Relics and bonus Resolve.
	+ *Take the plunge!*
* Monkey's Paw
	+ Grants bonus rerolls and disables room reroll cap.
	+ *A new way to allow people to better curate their builds.*
* Nerdy Glasses
	+ Removes Visual Impairments.
	+ Only appears if the player has a Visual Impairment of some kind.
	+ *We wanted to encourage players to keep playing with some of the Visual modifiers in the game without enforcing a full run of them. If you’re lucky, you can now remove the visual modifiers while still retaining the gold bonus!*
* Silk Slippers
	+ Spin Kicks grant  Dance Stacks.
	+ *Welcome, Bard.*
* Star Sling
	+ Casting your Talent or Spell fires off a bolt.
* Tattered Rope
	+ Gain 50 bonus Resolve, but you take increased damage from Hazards.
	+ *We want to encourage players to grab more Relics, so we’re adding in new Curses to help you build the best you.*
* Transmogrificator
	+ Change your character up *[essentially applies the  Contrarian Trait]*.
	+ *Our favourite new Relic.*
* White Beard
	+ Attacks apply  Mana Leech.
	+ *Welcome, Mages.*

### New Traits (7)

* Festive - You see happy dead people.
* Forgetful - All dropped items now have a lifespan.
* Fun-Guy - Not sure what this one does. *[called "Fun-gi" in the patch notes]*
* Inter-dimensional - Most projectiles now pass through walls. *[called "Inter-dimension" in the patch notes]*
* Kanganthropy - Spin Kicks deal bonus damage, but you always super bounce.
* Limitless - *[not mentioned in patch notes]*
* Medium - You see dead people. *[called "Spooky" in the patch notes]*

### New Burdens (2)

* Burden of Black Root
	+ Take the challenge to the next level with this new Burden that puts a limit on the amount of times you can be hit.
	+ Defeat foes to regain your energy, and show off your true dodging skills with this new 2 cost Burden.
* Burden of Drain
	+ Reduce the power of  Lifesteal and  Soulsteal as you delve deeper into NG+ and beyond.

## Classes

* **Class Health** (Buff)
	+ Raised Grace HP from 100 to 150.
	+ *Grace HP is special health that is not affected by modifiers of any kind, including Class Passives.*
	+ *Making the early game a little easier, without affecting late game.*
* **Barbarian** (Tweak)
	+ **Axe Attack** (Buff)**:** +5% STR scaling on aerial spin attack *(high tic rate, means small increases lead to big gains)*.
	+ **Axe Attack** (Nerf)**:** -10% STR scaling on Ground strikes.
	+ *Tuning the brutes to be a touch less binary.*
* **Dragon Lancer** (Buff)
	+ **Backblast Attack** (Buff)**:** Increased STR scaling from 180% to 200%.
	+ **Charge Attack** (Buff)**:** Increased additive INT scaling from 150% to 160%.
	+ **Charge Attack** (Buff)**:** Decreased charge rate SLIGHTLY *(a slight grace for people with perfect timing)*.
	+ Bastion (Buff)**:** Now generates a shield at the *back* too *(as well as at the front, as it did previously)*.
	+ *Some DPS tweaks to make sure the Dragon Lancer have an easier time with Estuaries, and a big QoL buff to Bastion.*
* **Pirate** (BIG Buff)
	+ Cannon (BIG Buff)**:** Attack speed increased significantly.
	+ Pirate Ship (BIG Buff)**:** The boat now blocks all mid-sized projectiles. *[called "Crow's Nest" in the patch notes]*
	+ *These scallywags were not as dastardly as they needed to be, so we’re upping their power all around.*
* **Bard** (Buff)
	+ Lute (Buff)**:** Increased the damage scaling of stationary Lute notes from 25% STR scaling to 30% STR scaling.
	+ Lute (Buff)**:** Increased lifespan from 5s to 6s.
	+ *The Bard requires more thought when engaging in combat, so we’re buffing the note duration to give you some more time to think.*

## Spells

*New toys to play with, and buffs to some of the lower played ones.*

* **Blaze Bellow** (Buff)
	+ Skill Crit trigger activation time reduced from 2 seconds to 1.5 seconds.
	+ INT scaling raised from 90% to 100%.
	+ *[Referred to as "Dragon's Bellow" in the patch notes]*
* **Lightning Storm** (BIG Buff)
	+ Increased vertical size SIGNIFICANTLY.
	+ Increased base hitbox to make it easier to strike small adjacent enemies.
	+ Now causes the screen to shake.

## Relics

*We’re bringing a big update to Relics, raising the count above 75! That’s a lot of Relics. Plus, we’ve buffed a bunch of old ones along with adding the new.*

* **Heron's Ring** (Buff + QoL)
	+ Damage modifier now applies if player goes below 125% Resolve.
	+ Icon now appears in damage pop-up whenever Heron's Ring triggers.
* **Raven's Ring** (Buff + QoL)
	+ Damage modifier now applies if player goes below 125% Resolve.
	+ Icon now appears in damage pop-up whenever Raven's Ring triggers.
* **Freon's Reward** (Buff)
	+ INT scaling increased from 100% to 120%.
	+ *This is a fun Relic, but wasn’t strong enough mid-game, and became useless as Runes became more powerful. With the changes to health restoration, we’re buffing Freon’s to make it a more viable and more consistent form of life gain.*
* **The Heavy Stone Bargain** (Buff)
	+ Pistol attack speed reduction reduced.
	+ Damage Increase reduced from 200% to 150%.
	+ ~~*Attack lockout duration reduced from 2 seconds to 1.5 seconds.*~~ *[redundant with the following change:]*
	+ Attack CD reduction reduced from 1.5 to 1.25.
	+ *With the introduction of many new “slow-firing weapons”, HSB has been slowly becoming the “binary” Relic. A must-have with some weapons, and worthless on others. So we’re tweaking it to be more viable across a wider spectrum of weapons.*
* **Lachesis' Measure** (Nerf)
	+ Lifesteal reduced from 6% to 5%.
	+ *With the influx of “simpler” Skill Crits, Lachesis has been hitting well above its weight.*
* **Lamech's Whetstone** (Buff)
	+ Duration raised from 2.5s to 3s.
	+ Whetstones can now be stacked *(bug fix)*.
* **Weighted Anklet** (Buff)
	+ STR scaling increased from 40% to 60%.
* **War Drum** (BIG Nerf)
	+ Now only has a max stack of 1.
	+ Damage gain per Relic down from 6% to 4%.
	+ *Too strong for too long. Also, with the introduction of several new Relics + Mammon’s Bounty, the power creep has reached insane new heights.*

## Runes & Sustainability

*Restoring life gets a little unstable at around NG+2, and then gets REALLY wonky in the super-late-game experience (NG+10 and beyond). We’re adjusting health sustainability to reduce the importance of Runes, while also making Health drops, Health Trees, and Relics as more viable forms of health restoration. There are also changes to Lifesteal and Soulsteal to make things more balanced, which is explained in more detail in the MISC Changes section.*

* **Lifesteal** (Nerf)
	+ Lifesteal scaling reduced from +4% STR to +3% STR.
	+ The SAFETY LIMIT of +1 minimum per Rune still applies, so this will not affect most NG+0 or NG+1 playthroughs.
	+ Lifesteal now has a hard limit cap of 10 HP PER RUNE (this ONLY affects NG+15 and beyond).
* **Soulsteal** (Nerf)
	+ Soulsteal scaling reduced from +4% INT to +3% INT.
	+ The SAFETY LIMIT of +1 minimum per Rune still applies, so this will not affect most NG+0 or NG+1 playthroughs.
	+ Soulsteal now has a hard limit cap of 10 HP PER RUNE (this ONLY affects NG+15 and beyond).
* **Retaliation** (Nerf)
	+ Retaliation scaling reduced from 75% VIT to +60% VIT.
	+ Retaliation now has a hard limit cap of 200 DMG PER RUNE (this ONLY affects NG+15 and beyond).
	+ *With the influx of new Relics that increase survivability, PLUS all the new ways for players to obtain Relics, the synergies have gotten out of hand. Retaliation was never meant to be a finisher, and with all these changes, grabbing enough Health Trees and Armor allowed players to tank bosses (once again).*
* **Health Drops** (Buff)
	+ Health and Mana potion drop odds increased slightly.
	+ *This is to offset the HP gain from  Lifesteal Rune and  Soulsteal Rune nerfs.*
* **Health Trees** (Change)
	+ (Nerf) Seed Bonus reduced from 15% bonus max HP to 12%.
	+ (Buff) More Health Trees due to Red Portal Changes *(see Red Challenge Portals below)*.
	+ *This change is to help alleviate the influx of new Trees that have been added to the game.*
	+ *In general, you’ll still be getting a LOT more max HP if you take the gamble.*
* **Changes Listed Elsewhere**
	+ Freon's Reward was buffed *(explained in Relics Section above)*.
	+ More Health Trees due to Red Portal Changes *(see Red Challenge Portals below)*
	+ *Reiterating some changes that appear in other parts of the patch notes to give everyone a better overall picture.*

## Traits

* **Compulsive Gambling** (Buff)
	+ Raised Gold gain bonus from +25% to +50%.

## Burdens/NG

*We’ve gotten a ton of feedback on Burdens in particular after our v1.0 release, and we think we can do a lot better. The whole process has been smoothed out, as scaling through NG+ happens much faster, and there’s a LOT more Burden variety early on. We’re really happy with how this turned out.*

* **NG+ Level Scaling**
	+ Enemy health increased by an additional 0.5% per NG.
	+ Enemy damage increased by an additional 0.3% per NG.
	+ These effects are only noticeable at NG20+.
* **True Ending Requirements**
	+ Minimum NG+ level requirement raised from 1 to 3.
* **True Ending Highlight**
	+ When the True Ending requirements for Burdens are fulfilled, the Enter NG+ button will sparkle.
* **Gold Boost**
	+ *(Community)* You will now get a gold bonus *[up to +25%]* for every Burden you add to your NG+ run beyond the requirement (to a limit).
* **Unlock All Burdens**
	+ Added a new button at the bottom of the Timeline that allows players to immediately unlock NG+7 and all Burdens.
	+ This option is **irreversible**, but allows players to instantly access the True Ending if they’re up to the challenge.

## Biome Burdens

*The biome Burdens are by far the most popular ones in the game, but to increase diversity in early NGs and to help players have more choice in curating their NG+ experience, we’ve gone and split these Burdens up, as well as tweak the rate that they become available to the player.*

Several Burdens have been split into new ones (enemies/hazards):

## Red Challenge Portals

*Red Portals always sat in a strange spot where their entire value was based on Gold Chests, meaning they became less relevant the further the player progressed. It also meant that stumbling upon a Red Portal often did not elicit interest from players. To address this, we’ve greatly improved the reward for completing one, making them THE primo room to find.  Early playtests have shown that the number of people that skip Red Portals has reduced significantly.  They’ve also shown a lot more players dying in Red Portal rooms 😊.*

* **New Reward System**
	+ Completing a Red Portal room will now reward the player with:
		- A Health Tree Room (new),
		- A Relic Room (new),
		- *AND* a Gold Chest room.

* **New Arena Design**
	+ All 3 Miniboss Portal challenges have been rehauled to add more variety to each experience.
	+ Updated many of the "Triple Challenge" rooms to make them a little more challenging.
	+ Added 3 new arena layouts and 6 new Red Portal Rooms.
		- 1 new Single Boss Challenge Room. Can you navigate the close quarter combats?
		- 2 new Bouncy Spike Rooms. Hope you're good with angles!
		- 2 new Commander Battle. Mix and match Commanders and come out on top.
		- 1 additional Big Battle Room.
	+ The multi-arena challenges have been tweaked to add minor variance and to fix the enemy overlay spawn issue.

## World

*Smoothing out some of those difficulty spikes and making the game more fun.*

* **Room Changes**
	+ 100+ Rooms have been modified or tweaked to fix bad enemy spawn points, add more variety to the encounter, or to just tweak props.
* **Pishon Drylake**
	+ **More Gold:** A +20% Gold bonus has been added to the Caves to encourage players to dive deeper into this dangerous biome. This helps it better tie together with the other hazard heavy biomes like The Sun Tower and Axis Mundi.
	+ **More Info:** Added a note at the Cave entrance explaining the Gold bonus.
	+ **Reduced Size:** The Cave is now smaller. Should make doing full clears less exhausting.
	+ **Improved Rewards:** The Cave will now “almost” always generate 5 bonus rooms within the Biome. This is a LOT of bonus rooms.
	+ **Boss LVL Reduction:** Minor reduction to the biome boss’s level due to the size reduction.
* **Axis Mundi**
	+ **Reduced Size:** The biome is now slightly shorter. Should make doing full clears less exhausting.
	+ **Improved Rewards:** Axis Mundi will now “almost” always generate 3 bonus rooms within the biome.
* **The Sun Tower**
	+ **Reduced Size:** Tower is now slightly shorter. Should make doing full clears less exhausting.
	+ **Improved Rewards:** Tower will now “almost” always generate 4 bonus rooms within the biome.
	+ **Void Bounce Platforms Rehauled:** Reduced the speed and bounce height of Void Bounce Platforms to give players more time to orient themselves after a boost.
	+ **Enemy Level Decreased:** A minor decrease in enemy level to take into account the Sun Tower’s size reduction.
	+ **Room Rehauled:** Increased the cloud spacing for every room in the Sun Tower to give players a few extra milliseconds of reaction time, and to provide a bit more space to play. Also updated all of the rooms to make sure they worked with the new Void Bounce heights.
	+ **Boss LVL Reduction:** Minor reduction to the biome boss’s level due to the size reductions.
* **Final Areas**
	+ **Boss LVL Reduction:** Minor reduction to the final boss’s levels due to the biome size reductions.

## Soul Shop

*Tweaks to the Soul Shop to introduce new items and increase the rate of unlocks.*

* **New Items**
	+ 5 new Fabled Class unlocks have been added to the Soul Shop.
* **Quintessential Resentment**
	+ The Force Contrarian unlock requirement has been reduced from 15 to 5(!).
	+ *This unlock is a lot of fun, so we’re bumping how early you can get it. This change means you can more or less get it right away.*
* **Subclass Unlocks** (Nerf)
	+ Soul Shop purchase requirement for  Hallowed Reaper ( Reaper) has been reduced from 9 to 8.

## Enemies

*Note that Nerf* *in this context means the enemy is now easier.*

* **Commanders** (Nerf)
	+ Commander HP reduced from 175% bonus to 160%.
	+ *Some Commanders were overstaying their welcome, so we’re nerfing their HP to help keep the game pacing up.*
* **Flying Shields** (Nerf)
	+ **Community:** Offscreen attack indicators now appear while they are doing their spin or dash attack.
	+ Reduced HP of all Flying Shield variants.
	+ Spinning attack speed reduced slightly for all variants (including the miniboss).
	+ *One of the more deadly foes are now getting a slight nerf.*
* **Flying Hammers** (Nerf)
	+ Reduced HP of flying Hammers and all variants.
	+ *A touch less tanky.*
* **Axe Knight** (Bug Fix + Buff)
	+ Fixed terrain hitbox for the launching spinning blades. They will no longer instantly explode if the Axe Knight is against a wall.
	+ Fixed an acceleration issue where Axe Knights would sometimes get stuck on walls.
	+ *A few small bug fixes to the Axe Knight that make them a touch harder.*
* **Blightborne Astarte** (Nerf)
	+ Reduced aggression to allow more breathing room between attacks.
	+ *Tweaked the Flying Cannon miniboss to accommodate the changes to the Red Portal arenas.*
* **Voidbeast Murmur** (Nerf)
	+ Increased Spin Kick body hitbox on certain projectiles to make platforming easier, and made their hitbox slightly smaller.
	+ *Murmur’s attacks were always meant to be more of a logic/platforming check rather than a skill check, so we’re giving a little extra grace to further push it in that direction.*
* **Final Boss** (Nerf)
	+ Increased Spin Kick body hitbox on certain projectiles to make platforming easier, and made their hitbox slightly smaller.
	+ Increased Void Dash hitbox on certain projectiles to make destroying them easier, and made their hitbox slightly smaller.
	+ *Same reasoning as Murmur.*

## Skill Tree & Economy

* **Labour Costs** (Cheaper)
	+ Labour cost trigger point raised from lvl 20 to lvl 30.
	+ *Letting players be more experimental before kicking in Labour Costs.*
* **Institute of Gastronomy** (Buff)
	+ HP gain per level increased from 4% to 5%.
	+ *This buff should help health drops keep pace with  Lifesteal and  Soulsteal Runes.*
* **Courthouse +  Scribes Office** (Cheaper)
	+ Costs reduced SIGNIFICANTLY (~40%).
	+ *Lowering the cost of the gold crossover upgrades to help players who are struggling. This should push these Skills down enough that they’re in the “spend your spare bucks” slot.*
* **Portal Cost Changes** (Cheaper)
	+ Pizza Girl portal unlocks costs reduced from 1750 to 1500.
	+ This will have a significant knock-on effect for NG+ portal costs.
	+ *Lowering Pizza Girl’s costs so that people will be more willing to unlock the first tier of portals (Study, Cave and Bridge).*
* **Equipment Sets** (Easier)
	+ *Community:* The +1-9 chest level requirements for  Ammonite Set and up have been decreased.
	+ Small decreases for  Ammonite Set, but gets more drastic the higher the gear set.
	+ *To help players find those late tier pieces of gear more often.*
* **Equipment Spread** (Buff)
	+ *Community:* Modified algorithm to increase the odds of chests dropping the “lowest level” blueprint. E.g. Kin Sword +1 is considered lower level than Leather Sword +2 and will have a higher chance of dropping, even though the Kin Sword has better raw stats.
	+ *Some players were spending all their Souls increasing the max equipment drop level early on. This had the side effect of severely diluting the drop pool, making it very difficult to get some of the later-tier gear. We’ve gone and re-hauled the drop system to create a better spread of equipment drops so that you don’t get completely inundated with only Leather gear.*

## House Rules

*More power to the people.*

* **Lower Resolve Cost**
	+ *Community:* Reduce the cost of Relics in the game with this new House rule.
	+ *Stack Relics, become uber, and one-shot all the bosses!*
* **Reset Skill Tree**
	+ *Community:* You can now reset your Skill Tree in the House Rules
	+ *In case you feel like you’ve messed up your build, or if you just wanna try something new! Or give yourself a true challenge and try to beat all the Prime bosses at level 1!*
* **General Disclaimer**
	+ Removed the disclaimer and recommendation regarding House Rules.
	+ *A warning from an archaic era. There was no need for this.*

## Misc Changes

* **Reroll and Relic Readability**
	+ Changed roll count text in Curio Shoppe and Relic rooms to include the max number of rerolls allowed for that room.
	+ Turned max stacks text colour in the Relic HUD from yellow to green.
* **Cutscene Skip**
	+ The endgame cutscene can now be skipped.
	+ *For those burning the NG+ oil.*
* **Credits Updated**
	+ Credits updated to now include the name of the team members at Allcorrect responsible for the the translations. 😊
	+ Japanese Localization has been to the Credits.
* **Dock HP/Mana Regen**
	+ *Community:* HP and Mana Regen is now based on Max HP to speed it up significantly for players with a very large Health pool.
	+ *Community:* Mana Regen now only kicks in if the player’s Mana pool hasn’t changed for a few seconds. This allows players to test the Mana Regen of weapon attacks.

## Bug Fixes

* Fixed bug where enemies were sometimes not given Commander status effects if they were summoned as Commanders in Red Portal arena rooms.
* Fixed bug where Trait effects and mist were sometimes not rendered correctly in non-16:9 aspect ratios.
* Fixed bug where Slugs and their slime trails rendered behind Cave terrain, making them hard to see.
* Fixed bug where UI opening animations were sometimes not playing for NPCs.
* Fixed bug where world generation was allocating an unnecessary amount of memory.
* Fixed bug where closing the game while a status bar entry was active would spit out a null ref error.
* Rewrote how player eye colour interacts when different darkness tints are applied to address scenarios where they may conflict.
* Fixed bug where entering a Scar Challenge if you had the Diva Trait would not properly re-apply it to the player when exiting the Scar.
* Pressing Start on a controller now properly brings up the Skip Parade and Skip Credits options.
* Fixed bug where projectiles that could ricochet against the walls could bounce in the wrong direction.
* Fixed bug where enemies would jitter up and down if they spawned above sloped terrain.
* Fixed bug where if the player attacked with the Lance shortly after jumping, their walk animation would no longer work until they performed another non-movement action.
* Entering an arena now immediately marks it as complete, to address exploit where players could enter an arena, collect the reward, and quit to main menu and play it over and over again.
* Fixed missing SFX when navigating the Pause Menu tabs via mouse.
* Fixed bug where the white flash effect when defeating a boss (or triggering their next phase) only fit the 16:9 aspect ratio.
* Fixed some misplaced Christmas assets at the Docks.
* Fixed bug where the Gamepad configurator for the Switch controller was showing the wrong highlighted glyph.
* Fixed bug where the Manor transition cutscene was not being displayed correctly at different aspect ratios.
* Fixed bug where the animated cutscene was not being displayed correctly at different aspect ratios.
* Dying to enemies in Scar Challenges is now properly tracked in the total player death tally.
* Fixed bug where weather particle systems were taking a long time to initialize, resulting in significant lag when switching rooms in Tower and Forest.
* Fixed bug where menu scrolling logic could screw up if the game were running slowly.
* Fixed the direction of the Aerodynamic Trait not working as intended when using the Spin Kick button instead of Down + Jump.
* Fixed soft-lock if you Spin Kick with the Aerodynamic Trait active while using the House Rule's Flying ability.
* Fixed issue where some exit tunnels at the end of heirloom challenges were unlocked, meaning you could exit the challenge without talking to the Relic.
* Added missing SFX to projectiles that fire out during the Vengeful Commander Buff is active.
* Fixed null ref bug when closing application and blink pulse effect is active.
* Fixed bug where triggering Fate's Die on an enemy that had the Vengeful Commander Buff would not reset the die's counter.
* Fixed Hector's Helm and Achilles' Shield not displaying an icon when the bonus damage kicks in.
* Fixed bug where the Pirate ship was pushing coins and other item drops.
* Fixed bug where projectiles would sometimes not have status effects attached to them when needed if the projectile was fired for the first time.
* Fixed bug where changing the language on the title screen was not updating the Profile Select Window text.
* Fixed issue where projectiles that ricochet off walls would sometimes ricochet off breakable doors.
* Fixed bug where Lightning Spell would spawn some particles at (0, 0) upon first cast.
* Fixed bug where changing the language after picking up a twin Relic would cause the twin Relic icon to reappear.
* Fixed longtime regression bug where the ChestOpen effect for boss chests were spawning too small.
* Player abilities now stop when completing a challenge to address some SFX issues.
* Changed Orbiter and Windmill hazards to use proximity emitters to fix issues with them occasionally not playing their SFX.