[h2]Patch notes (v0.78)[/h2] [b]Quality-of-life improvement:[/b] Items that have a [i]percent chance[/i] to activate are now briefly displayed above the player character when they activate, so it’s not as easy to get confused by their effects or miss taking them into account. For example: [img]https://clan.cloudflare.steamstatic.com/images//43942681/b4525f555d1f9e4b0e370e88e8e3b4b1b0d66e31.gif[/img] Additionally: [list][*] Added a "bridged hole" variant that has a gem in the center of the bridge instead of a coin. Who’s going for the risky shots? [*] Chests now have a chance to spawn a gem instead of a coin on touch. [*] Added a few new item-specific sound effects. [*] Miscellaneous item tweaks, fixes and wording improvements. [*] (Full Version) Added yet more run modifiers for daily / wild mode (e.g. "all spikes are volatile").[/list] [h2]Patch notes (v0.76 & v0.77)[/h2] Two smaller patches from the last couple days. They mostly contained some important fixes and full-version content, but I'll be listing their combined patch notes here for completeness. [list][*]Improved collision accuracy, especially involving complex (e.g. star-shaped) obstacles. [*] Fixed several bugs related to pausing the game in certain game states. [*] Fixed a bug on high game speed where multiple bosses could spawn in the same frame. [*] Implemented fail-safe for balls getting stuck on very high speed / power to prevent soft-lock situations. [*] Fixed an issue where if the last enemy was defeated from you re-spawning on top of it, the level would take one additional turn (without enemies) to finish. [*] (Full Version) New unlockable items: Phantom Spikes (volatile spike synergy) and Golden Balls (mini ball synergy). [*] (Full Version) Added additional run modifiers for daily / wild mode.[/list]