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    Spelunky

    Game » consists of 9 releases. Released Sep 01, 2009

    As a brave, but fragile adventurer, explore dangerous procedurally-generated caves to collect treasure and gain better equipment, before dying horribly and starting all over again.

    PSA: The pro HUD is out!

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    BeachThunder

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    Finally, the HUD update is out - it features a timer for speedrunning, an indication of which level you're on, and removes the spider blindspot.

    No Caption Provided

    It's off by default, so you'll need to go to the graphics option menu, then under HUD, select "PRO".

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    BeachThunder

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    #2  Edited By BeachThunder

    Update: There's now a sloth somewhere in the game...

    Patch notes:

    v1.4 - 2/10/2014

    • Added less intrusive "Pro" HUD option in graphics menu
    • Added icon on screen when playing Daily Challenge
    • Added backup save file system
    • Daily Challenge seed will no longer repeat
    • Attempted to fix crashing when changing resolutions
    • Attempted to fix Windows 8 compatibility issues
    • Attempted to fix crash on Intel integrated graphics cards
    • Game will no longer crash if mouse and/or keyboard are not detected
    • Fixed freezing/losing input control when changing resolution on graphics menu
    • Allows multiple upload attempts of scores that fail to upload to leaderboards
    • Fixed bug where legitimate scores were sometimes set to $1
    • Alt-tabbing during Ankh animation no longer creates infinitely growing ankh
    • Fixed infinitely growing shopkeeper/black knight body bug
    • Bots can pick up royal jelly in deathmatch mode
    • Monkeys no longer play stealing sound when stuck to worm tongue
    • The "So It Begins" achievement will retry to unlock if the tutorial is replayed
    • Throw damage is no longer stored if the player does not hit a wall when thrown
    • Ghost deaths are reported correctly
    • “Desafío ciario” changed to “Desafío diario” in Spanish translation
    • White "cruft" on edge of green player sprite removed
    • Ankh activates correctly when player falls into Abyss while frozen
    • "Entire Gang" description corrected to read "16 hidden characters"
    • Skeletons play "bone shatter" effect when killed instead of "pot shatter"
    • Anubis II portal sound no longer plays briefly before cutscenes
    • Anubis II will no longer attack during the Yama cutscene
    • Added graphics for destroyed Moai head
    • Allow spawning inside Moai head with ankh even if player has already entered
    • Added "invert run" control option (Must hold button to walk instead of run)
    • Times display with decimal point in front of milliseconds instead of colon
    • Shopkeepers no longer glitch after being eaten by a mantrap while patrolling
    • Damsels should no longer get occasionally stuck exiting levels
    • Ball and chain will no longer float when thrown with pitchers mitt
    • Can no longer become stun-locked while hanging from chain stunned
    • Ball and chain now works correctly when being resurrected with ankh
    • Music will transition correctly when teleporting in and out of shops
    • Ghost no longer kills the player during the Olmec cutscene
    • Cavemen no longer explode in one-tile-wide underwater areas
    • Corrected upper left tile of kissing parlor
    • Hired hands can no longer whip players in the tunnel transition
    • Shotgun bullets are destroyed when hitting lava
    • Removed black "cruft" on edges of some items
    • Olmec can no longer crush the platform under the exit in his lair
    • Fixed collision error when many objects overlapped
    • Shops should no longer be able to generate with a blocked-off entrance
    • Teleporter no longer floats in midair after teleporting into a wall with the ankh and a jetpack on
    • :3
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    nightriff

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    Oh the spider blindspot, how I hate you. Wish the Vita would get this type of thing.

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    BisonHero

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    I think it's just kind of crazy in the first place that the original HUD didn't become transparent or something whenever you're moving. How would the designer and testers not immediately find it cumbersome that these giant fucking banner/scroll things are constantly blocking an entire corner of the screen?

    So yeah, this is a great improvement.

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    wchigo

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    It's definitely a large improvement in regards to reducing blind spots due to the HUD, but in some aspects I feel certain items have been made too small and can be hard to pick out. Maybe I just haven't played the game long enough, but it can sometimes take me a while now to scan through what items I have.

    With that in mind, I will still probably use the pro-HUD over the original.

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    weltal

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    A-mazing. SO much better. Plus I have the horrible memory for what level I'm on and having a reminder is fantastic.

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    Coafi

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    This update is pretty awesome, any chance this will make it to the console versions?

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    Suits

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    #8  Edited By Suits

    Timer is also useful for planning your ghosting better. New kapala HUD is slightly more clear, but I liked my Kapala HUD mod more. Hopefully someone will add numbers to it again.

    No Caption Provided

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    Snail

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    Looks good. Hopefully now they start/finish working on a Mac version.

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    jayc4life

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    Oh man, if tomorrow's Daily turns out to be one of those bomb-filled stages, or one with a plasma cannon, could you imagine ghostmining Olmec? :O

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    deactivated-61356eb4a76c8

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    JUST BEAT YAMA! I give all credit to the new HUD.

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    SomeDeliCook

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    What's the spider blindspot?

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    Bane122

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    @somedelicook: In the old HUD the area with your inventory takes up a decent bit of screen space and can hide spiders hanging on ceilings.

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    Suits

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    @jayc4life: You'd still have to deal with the Ball and Chain unfortunately

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    crithon

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    so that's what todays update was, cool

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    TruthTellah

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    The Sloth is sooooooo cute.

    *hugs it forever*

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    BeachThunder

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    #17  Edited By BeachThunder

    The Sloth is sooooooo cute.

    *hugs it forever*

    BTW, for people that don't know, click on the dog in the settings menu 50 or so times.

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