Added 2-S (Can be accessed via secret exit in the Lust layer)
Added P-1 (Can be accessed via secret exit in the Gluttony layer, requires P ranks in all Prelude and Act I levels)
Easy difficulties ("Lenient" and "Harmless") are now selectable.
Added soap
Added "Remember last used weapon variation" option which makes switching to a weapon also switch to the variation that that weapon was previously on
Added "cutscene skip" system which allows players to skip moments of waiting if they've already beaten the level (the time it would've taken to finish the cutscene is added to the clock if the timer is active)
Added a filter to the music while the game is paused
Added unique icons for the Railcannon variations to make it possible to tell them apart if all variation colors are set to be identical or similar
Added particle effect and updated sound to checkpoints to make it clearer when the player activates one
Added teleport cheat that allows the player to warp to any checkpoint in the level
Added a shortcut to 0-1's first secret, allowing players who have the Knuckleblaster to bypass picking up the revolver to make full game weaponless runs possible
Changes:
Making progress will now also unlock the same missions on lower difficulties to make switching to an easier difficulty more convenient for players who have made progress before realizing the difficulty is too high for them
Alternate Revolver now does a flat 2.5 damage instead of the previous "2 damage with a maximum of 2.5 damage via headshot".
If hit with the Alternate Revolver during the splitshot timing, a coin will now increase the shot's amount of hits by one (as well as matching the amount of times a shot will hit before piercing through to that new total hit amount)
Increased homing speed of Hideous Mass' bomb projectiles on Violent difficulty
Increased speed and spread of Drone's projectiles on Violent difficulty
Tab stats menu now displays current progress towards the level challenge instead of whether or not the challenge has been previously completed
Boss health bars now turn green when the boss is being healed to make it clearer to the player
If weapon icon is disabled, the railcannon meter will switch to an alternate version that fits the weapon iconless HUD better
Modified 1-1's long hallway to include a tutorial message for the Nailgun's magnet, as well as changing enemy spawns to give the player a bit of space to try it out after being told about it
Knuckleblaster punch can now break glass and heavy breakables that previously only its blastwave could
Cerberus and Malicious Face will now change to a cracked texture when below half health to make them easier to seperate from eachother
Coin punching damage stacking will now cap at 5 unless the coin hits an enemy
Nailgun changes:
Increased nail velocity and decreased spread on Attractor nailgun
Both nailguns now fire at maximum firerate instantly (Overheat nailgun's firerate slows down with more unreleased heat but heat builds up slower)
Attractor nailgun deals increased damage against most Husk enemies (Filth, Stray, Schism, Soldier)
New firing sound effect
Attractor nailgun is now limited to a maximum of 3 magnets active
Attractor magnets now have a nail weight limit and will instantly explode when reaching it (multiple magnets reduces the weight of nails)
Nailbomb explosions now deal much higher damage, as a single nail will deal half the entire collective's damage, but only a single hit from a nail explosion counts
Alternate animations when centered to stop the gun from blocking out the middle of the screen
Fixes:
Various optimization improvements for better performance
Fixed all known causes of save corruption
Fixed an issue where the Cyber Grind would break if more than 99 enemies spawned in a single wave
Fixed a bug where enemies would sometimes spawn in bugged positions in the Cyber Grind
Fixed a bug where the player would sometimes get launched incredibly far away from a point-blank projectile boost
Fixed an issue where players could cause the tram to flip around with a precisely timed direction change
Fixed the music getting quieter when entering a reverbarated area
2-2 Railcannon hallway enemies will now still spawn even if the player enters from the other side
Fixed a bug where the shockwave from a Cerberus stomp or Hideous Mass slam would sometimes spawn above ground level
Using a coin to hit a Malicious Face will no longer cause the bloodsplatter to appear at the coin's location instead of where the shot hits
The board blocking the upstairs door in 1-4's main hall can no longer be broken through the door with an explosion
Fixed parry related inaccuracies caused by screenshake offsetting the camera
Fixed the player being able to jump out of the intro tube in 0-1's short intro version
Malicious Faces no longer get stuck in walls while dying
Picking up an item with a punch will now play the "holding item" version of the punch animation and putting down an item with a punch will now play the normal punch animation
If V2 dies during its intro animation, it will no longer get stuck