![]() Leap over danger, slash your foes, and dig your way down to hidden riches. In true roguelike fashion, Shovel Knight’s path through the adventure is different every time you play! Shovel Knight Dig is packed with thousands of pixel-perfect level chunks, which are procedurally stitched together to create infinite combinations. ![]() When Drill Knight and his dastardly digging crew blast apart Shovel Knight’s peaceful campsite and steal his loot, he grabs his trusty Shovel Blade and starts tunneling after them! But as he and Shield Knight soon discover, this adventure goes much deeper than a simple heist… We poured our hearts into creating a new style of Shovel Knight gameplay: a fun, quirky, seamless world that ever changes as you furiously dig down - we think it’s quite special, and we hope you do too! Grab your trusty shovel blade and delve into Shovel Knight’s next adventure! Shovel Knight Dig will release on Steam on September 23rd, 2022! (Which is tomorrow! Hooray!!!) If you haven't already, you can add Shovel Knight Dig to your wishlist! It'll notify you when the game is LIVE on Steam! Fixed crash when a unit jumped to a spot where a boss was dashing.Fixed some bosses would jump more than they should in their jumping phases.Fixed a rare issue in which Scrap Knight (boss) could jump inside column crushers and softlock the game.Fixed you couldn’t lose to a full board during the Under the Well Quandary.Fixed poison bombs would not upgrade to their Too Big Bomb version.Fixed existing keys would not turn red after acquiring Super Skeleton Key.Fixed Puzzle Knight’s hurt portrait had a chunk of his hat always in the default color.Fixed that making a boss jump out when they are idling would reset or freeze the boss phase order.Fixed an attack SFX would play when moving through the hub or entering portals.Fixed Wizzem had the wrong SFX + Added SFX when they teleport away.Fixed you could eat cake indefinitely on Bombable Blocks if you couldn’t destroy them.Fixed Puzzle Knight and Mona wouldn’t count for unlocking Random or Shuffle Knight.Fixed you could respawn on top of the Shrinemaster, effectively softlocking the game.Fixed Mole Knight B could be holding a white silhouette of a boss during their defeat animation.Fixed Propeller Knight would receive extra damage from chains even inside a smoke screen.Fixed Puzzle Knight (boss) would be invincible after respawning once if a totem was in play.Fixed invincible Invisishades could receive damage from a chain.Fixed Tinker Knight in mech mode spent two metal per spear attack.Fixed Black Griffoths hurt and idle portraits were swapped.Fixed Ice Axe was using Fire Axe’s portrait.Fixed Super Skeleton Key not opening Chester's chests.Fixed changing characters would not update their skills at camp.Fixed Chester’s Map only working for the stage you buy it at.Fixed Gold Leaf Clover spawning more chests than usual (part 2).Fixed Fire & Ice bomb portraits did not have the same position in the guidebook.Fixed attacking the Ceiling Crusher with the war horn item would instantly set your HP to zero.Fixed Random & Shuffle Knight always randomizing to Shovel Knight.Fixed Random & Shuffle Knight’s birds wouldn’t fly away when moving for the first time in camp.Fixed Mole Knight B could lose HP to explosions when respawning, potentially crashing the game.Fixed you could swap ability during dialogue in the hub.Fixed mobile gears attacking other mobile gears could potentially softlock the player.Fixed Shrinemaster had the wrong portrait and SFX when being spoken to.Fixed Tinker Knight’s mobile gears were able to swap positions with shrine doors.Fixed Shovel Knight B not unlocking right away if you beat his Quandary on a previous Early Preview.Fixed Five String triggering when you did not have the relic when using Plague Knight B’s bombs (and other explosive interactions).Fixed attacking a Ceiling/Column Crusher from the sides would take you out.Fixed descriptions for Tinker Knight and Propeller Knight’s Quandaries would be cut short.Fixed you couldn’t use the Wildcard on the Shrinemaster. ![]()
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