- fix for another pesky room not drawing on the map - increased the jump window after running off a platform to make the platforming feel more fluid and less pixel-perfect - fix for coral barriers (broken using the swim ability) respawning when you re-enter a room, now should stay destroyed - fix for the final (hidden) achievement not being rewarded properly - fix for some damage resets placing players in blocks or moving platforms - fix for a typo in the Raw Clay description - fix for a relic that wasn’t properly spawning in the main Basin cavern - changed post-game behavior so players can load a save right before fighting the final boss even after beating said boss (while still keeping completion percent) - fix for a bug that allowed players to access the third subsystem before they’d hit a required story beat - the story marker for the hidden labs should now properly disappear if you’ve explored that location - changed Sparkblood Blast to only require 1 injector’s worth of sparkblood to cast, but simultaneously debuffed it’s damage to maintain balance - fix for behavior around the quick reset feature when you hit a hazard (like lava or spikes) so you can’t continue to move or be influenced by other objects while resetting position - fix for completion percent incorrectly taking into account something that had been removed before launching, capping completion percent at ~98% - added a new sprite for an enemy in the Sparkblood Mines that was reusing a sprite from a Surface enemy - removed an enemy from the Subways that was placed inside the floor (what a horrible existence!) - fix for the subway travel screen allowing you to travel to the first station even if you hadn’t visited it yet - fix for a bug where spin-attacking into some hidden paths could get you to areas you shouldn’t be - fix for a typo in Mercal’s first dialog (thanks Kowalth for catching that) - recolored air-dash barriers to be more distinct from their underwater counterparts - tweaked the projectile shooting scythe bots in the Arboretum so they disengage faster once off screen - nerfed an interaction between the Hydraulic Motor augment and the sticky bomb (to still allow some shenanigans, but not to the same degree) - added a shortcut through the rooms leading up to the boss in the Arboretum to reduce frustration with the boss run