Enter the Gungeon version 2.0.0 patch notes
Enter the Gungeons received a massive update today, bringing in the new Gungeons & Dragons expansion. If you have the game, you should be able to download version 2.0.0.
Today’s update brings along a ton of new features, gameplay changes, and improvements. Find the full patch notes below.
New Features
- New guns, items, enemies, shrines, NPCs, rooms, and secrets
- Tons of new and powerful synergies – look for the blue arrow and improved item notification
- New minibosses (Blockner’s Ghost and the all-new Fuselier)
- New Spread Ammo box – adds a small amount of ammo to all equipped guns
- Slide over tables by dodge rolling toward them!
- Save hearts for later when at full health – pick them up at the new heart dispenser located at every floor entrance and shop (note: stored hearts are reset each floor!)
- Added teleporters to more rooms (including chest rooms and exit rooms)
- Turbo mode – delve into the Gungeon to find a new NPC who can enable this high-octane mode
- Added a new gameplay option to increase movement speed when not in combat (for those who wanna go fast but don’t want to be shot at fast)
- Added additional aim assist options (particularly for those who can’t or don’t like using the right stick)
- Added Ultrawide support (set the graphics scaling to “Fast Scaling” or “Uniform Scaling”)
Gameplay Changes/Improvements
- Added a new loot profile which improves shop contents, increases room reward frequency, and tweaks item/chest drop rates to be more generous, particularly early in runs. This is enabled by default but can be changed in the options menu.
- Replaced “key forcing” with tweaked key drop rates and guaranteed keys in the shopws of the first two floors. There should no longer be any benefit to leaving a key uncollected.
- Removed locked shops
- Modified Robot balance (now receives casings for health up items and +1 armor for mastery tokens)
- Increased Hegemony credit drop rate, enabled credits to drop in shortcut runs, and added a credit reward for the first tutorial completion
- Reduced the required kills on some of the longer Frifle hunts
- Gave the smash tent and lost adventurer their own minimap icons
- Added a new type of challenge for the Gunsling King
- Glass Guon stones will no longer be stolen by the Resourceful Rat
- Bullats can now drop casings if killed before they fire themselves
- Charge guns can now be charged before entering a boss room and will keep their charge through the intro
- Added an option to enable controller aim assist for beam weapons (formerly only worked on non-beam weapons)
- Removed player-damage from several explosive items
- Players now drop all items when killed in coop
- Gave the Chaingunner a new attack with some range (watch out!)
- Placed limits on boss attacks that leave the boss invulnerable for extended period of times (High Priest and Cannonbalrog can each only use their immune attacks twice)
- You may now receive a gun from the “shopkeeper” on taking the shortcut to the second floor, similar to the other shortcuts.
- Skusket’s now spawn their bullets more slowly when the player is nearby (to reduce cases where the player takes damage immediately upon entering a room)
- Reduced the effectiveness of player explosions destroying enemy bullets when many explosions are used rapidly
- Sped up blobulon death animation speeds (to reduce the time you need to wait for them to split)
- Made balancing changes to many guns and items (too many to list here)
- Probably many other small things we’ve forgotten about!
Bug Fixes
- Fixed an issue where firing very large bullets could fail when the player was standing near a wall
- Fixed an issue where Lead Maidens did not remain open when frozen
- Fixed a dungeon generation bug that could cause hallways to incorrectly connect to nearby rooms (including corners of boss rooms)
- Fixed an issue where starting weapons/items couldn’t be dropped by any character (should only be locked on the character that starts with that item)
- Fixed an issue where moving platforms could become desynced, making some rooms difficult or impossible to traverse
- Fixed an issue where ammolets failed to give extra blanks when loading a midgame save
- Fixed an issue where some shootable projectiles were not considered targets for aim assist (specifically the Dragun, High Priest and the boss in the Pilot’s past)
- Fixed an issue where some non-shootable objects were considered targets for aim assist (the Mine Flayer’s mines)
- Fixed an issue where purple lanterns didn’t appear for some NPCs
- Fixed an issue where aim assist behaved unpredictably on the Kill Pillars
- Fixed an issue where Rubber Kin and Tazies could get stuck in doors, or clip through them causing a soft lock
- Fixed an issue where the Resourceful Rat could steal some items from the floor of secret rooms
- Fixed an issue where Keybullet Kin weren’t affected by aim assist, homing projectiles, orbitals or companions
- Fixed an issue where debris would hover in the air after falling on a moving platform
- Fixed an issue where the Yellow Chamber could fail to remove enemies
- Fixed an issue where curse values didn’t persist on death in coop
- Fixed an issue where enemies could spawn in the back wall of the Bullet King’s throne room
- Fixed an issue where the Gorgun’s stone gaze didn’t affect some types of weapons
- [Switch] Fixed an issue where an active item was missing from the Pilot’s past
- [Switch] Fixed an issue where the right stick wasn’t zooming the minimap correctly
- [Switch] Fixed some phantom Ammonomicon entries
- [Switch] Fixed an issue where the Big Boy item could be stuck in an infinitely reusable state
- [Switch] Fixed an issue where player beam weapons could create duplicate beams when affected by some status effects
- [Switch] Fixed a crash caused by using the Sense of Direction in the shortcut shaft
- [Switch] Fixed an issue that causes the game to become choppy after resuming from a long sleep
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