Added per-material environmental impact and scrape particles
Added performance option for disabling environmental impact particles
Added new death sequence
Added new main menu
Added new HUD
Level Changes:
Reworked all levels in Act I and Act II to improve visual parity
All levels now have a baked lighting system that greatly improves performance
Each type of terminal now has a unique model
Each type of altar now has a unique model
Red and blue skulls and altars now have different carved symbols on them to help colorblind players
Added an electric wall that can be dashed through in the dash tutorial
Added two new secrets in 0-3 and 0-4 each
Added visual noise effect when nearby Something Wicked for players who had difficulty hearing it
Something Wicked now always runs once the player picks up the red skull
Something Wicked's bestiary entry no longer shows what it looks like
1-1 Nailgun magnet tutorial now resets the blue Nailgun's ammo to maximum
Changed the path to one of 1-2's soul orbs
Changed the placement of one of 1-3's soul orbs
1-3 red skull path drop now ends in the opening hall instead of the blue skull path
Added a shortcut to 3-2 (requires Alternate Nailgun)
3-2 Gabriel's axe throw now functions as one large projectile instead of two small ones
4-4's Whiplash Hard Damage tutorial has now been moved to the first dry arena in 5-1
Added belly flop to 4-S
Changed how the camera tracks the player in 4-S for easier distance gauging
Changed how air momentum works in 4-S for easier precision platforming
Stamina is now shown on wings in 4-S
5-2 and 5-4's water now deals a flat 20 damage and bounces the player upwards instead of dealing a non-lethal 50 damage and teleporting them back on ground
Changed method for finding one of 5-3's soul orbs
Leviathan now has a new phase
Leviathan's projectile barrage is now a set pattern rather than randomized
Leviathan's lunge is now properly parriable
Added upside down city in 6-1
Changed the hookpoint platforming segment in 7-4 into a tutorial for magenta attacks
The 7-4 countdown length now depends on difficulty
Updated 7-4 explosion sequence
Enemy Changes:
Schisms now fire slower projectiles which connect to each other via damaging beams
Radiant enemies now have a visual and sound effect for spawning or turning Radiant
Radiant Idols now cause their target to become Radiant when destroyed, rather than when active
Blessed enemies have a new visual effect to make them more distinct
Gabriel's spiral swords no longer break on hitting the environment until launched at player
General Changes:
Ground slam shockwaves no longer cost stamina
Ground slam shockwave hold now has a delay to reduce chances off accidental use
Ground slamming on airborne enemies will launch them downwards
Player can now slam bounce by jumping off of enemies, even if the slam killed that enemy
Increased the damage radius for ground slam
Increased the radius for jumping off enemies
Simplified punch exhaustion and made the arm HUD icon display it
Added a cooldown for conductive objects to reduce extremely complex recursive conduction loops
Bloodstains now account for curves, corners and edges, rather than staying flat and floating in the air
HUD messages now scroll in quickly instead of appearing all at once
The "Checkpoint" option in the pause menu is now disabled until the player has activated one
Levels that have multiple checkpoints with the same name in the Teleport cheat menu will now have a number appended to differentiate them more easily
Removed "Simple Nail Physics" performance option (now always on, since there's no downside to it)
Reduced Cerberus radiance speed bonus from 1.5x to 1.35x