- Fixed a broken teleport that was messing up the grenade launcher gauntlet :(
- Added co-op support, though it may be somewhat shaky. Make sure you stick relatively close together if you play this with others, particularly in the start map, and be careful around teleporters. Certain things that will be transparent for the host will be solid for the other players. Co-op contains a slightly increased amount of monsters and items

- Added additional checks to make sure that enemies are not left behind in either final fight

- Made the black void zone flyers aggro you at specific points so there's less nonsense flying around when you're trying to get 100% kills

- Adjusted the lore text near the zigzag ambush pit so it doesn't come up during the fight, and improved some stretched textures in the area

- Improved the visibility of the quad secret in the zigzag hall

- Fixed an early easy mode spawn in the flashlight maze

- Added messages describing what crosses of deflection and trinities do

- Prevented the (almost) soft lock of returning to the stomach after the stomach fight

- Fixed zfighting health packs in easy mode silver key arena
- Added the flashlight toggle to the configuration, and a note when you pick it up, indicating that it is bound to 0

- Removed a duplicate lore PDA
- Changed the rune gauntlet with the plasma shooter traps so that you can actually see the projectiles without getting flashbanged

- Made the shortcut back to the post-stomach room more clear

- Made it harder to trigger the sliding ogre fight without dropping down
- Moved the six meat pillar rune fight activation pillar back a little bit to reduce the chance of running into it, made the meat around the pillars illusory + clipped the insides, and added two healths to hard and normal in the place of the easy mode megas

- Made the red hit switch lights in the post-stomach room a bit brighter

- Made the antechamber easier to get to on all modes, and slightly more obvious

- Reduced light values on the end of the second level in the silver key hall, since they were a touch too bright

- Removed a minor visual glitch in the floaty void area with the cathedral, with a func_door that was protruding through the walls

- Made a couple jumps easier on easy mode, such as the quad secret in the main hall
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- Fixed sticking points around the bone stairs that lead to the smoosher room, and slightly adjusted the meat

- Fixed sticking points between the fingers of the swively hand room

- Increased length of stepping stones in padre shambles secret so it's less annoying to get back up again

- Changed the diamond that hovers above the target pillar in the meat pillar rune fight fullbright white to make the fight methodology more obvious

- Increased glow of lights on trap sigils

- Made the twisty secret jump on the second level of the silver key hall a bit less annoying on hard, and better lit in general (although perhaps a bit too much, will lower it a bit next patch)

- Fixed a sticking point in the swivley hand room, and made it brighter in the back

- Added convenience teleport to the other accelerator ring in the main floaty cathedral zone

- Increased depth of the grenade switches so there's less chance of bouncing back out again

- Increased the open time on the last panel of the invisible reach secret on all modes
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- Lowered pentagram timeout by 5 seconds in the white room on normal

- Fixed an area you can get stuck on alongside the elevator that leads to second level of the silver key hall, also added the boosty box to normal too

- Made the secret wall brighter in the meaty area that leads into the blood water area with the two megahealths

- Added a progression hint to the whirly sunlust room

- Removed another fiend from the Romero lift so nothing gets stuck

- Fixed some places where you can get stuck in the tent area before the flashlight maze

- Added a couple more health boxes on the tongue that leads to the stomach, to make it a more obvious location

- Made bricks in post-tummy room illusory so you stop tripping on them

- Fixed the stuck point on the initial drop by adjusting the meat

- Made the violet light on the lightning gun in the big mouth room brighter and smaller

- There were two logs marked as log 29, so I changed one to 115
- Adjusted location and activation range of several lore texts

- Changed behind the beams secret to "something shifts below" to make it more obvious what happened

- Added clip ramps to flesh pads in the final final arena to make it easier to get onto them

- Expanded the teleport range of the hit switch in the grenade launcher gauntlet

- Added extra health to second floor near main hall

- Changed the Immortal Reach secret in the main hall button graphic so it doesn't look like a hit switch, and light applied to area

- Made the mouth jump leading to the stomach fight more obvious, extended bridge, added a bonus health pack, and added grenade launcher there to all modes

- Reduced area of effect of damaging tiles in silver key fight

- Added extra health to the gug hall

- In start map, added "select a skill" to make it more obvious that it's a difficulty selection area

- Slightly reduced number of spawns on normal, one less in pre plasma jump hall

- Above the elevator in the silver key hall, replaced two patroling fiends with vorelings on normal and easy

- Added more health to silver key fight on normal

- Optimized lightmaps a bit more

- Made walls in Romero lift illusory so people don't get smooshed

- Removed one fiend from the Romero lift so they don't get stuck, and reduced number of spawns on easy/normal

- Fixed overlapping healths in chompy sunlust fight room on normal, reduced enemy number on normal, removed health loss from falling, and reduced momentum on the teleporter

- Put a purple light under the lightning gun in the big mouth room so it's more obvious

- Changed the jumping droles to jumping ogres on all difficulties in the swively void zone, because the droles were very annoying there

- Made flesh spiral secret easier to get to, made it slightly more obvious, and made the jumps less annoying

- Added health and cells to area before flesh void section

- Added cross of deflection, extra health, and extra cells to the end of the flesh void section to make it more rewarding, and encourage ring of shadows use

- Added four extra health packs to cover zones in six meat pillar rune fight

- Added clip brush to side of lamp in the initial drop so people don't get wedged against the meat (although apparently it wasn't enough so I'll add more later)
- Fixed a way of getting locked behind the bars of the grenade launcher gauntlet early in the map, if you were to take the first teleport pad underneath the broken ledge. Also slightly improved the textures in that area, and fixed some visual glitches.

- Optimized things a bit more with skip textures.