Hi everyone! We're just releasing this minor update that you all can enjoy.
After
this update we will begin working on v2.0.0, which will include Stage 4.
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**Changes**
- Scatterblaster Changes:
  - DMG: 60 > 75
  - Has tighter spread
  - Projectile boost explosions now launch you (with a hefty cost)
  - Bounces now are predetermined at a y-axis
  - Fixed a slight delay whenever firing
  - Fixed projectile boost damage being ranged instead of explosive
  - Improved projectile boost accessibility
  - Improved parrying
  - Projectile boosting now no longer gives you score in compensation for more
progression to style combo
- Sword + Variant Changes:
  - [+ OVERHEAD] now can also be initiated by having max (x2 airtime)
    - Will not work while umbrella is used
- Sentry (Wrench) Changes:
  - HP: 100 -> 150
  - Lock-on delay: 0.3s -> 0.05s (can fend off better against hordes)
  - Range : 150 -> 200
  - Gave it its own damage type
  - Greater & boss enemies will have a tad bit more resistance against it
  - Grants a lesser form of kill credit for normal enemies. Zombie Staff now should
work again with it
- Trowel Changes:
  - [+ BRICKING] Vagabond now staggers or interrupts him
  - You can now [+ TRICK] Vagabond with Trowel like you can with Timebomb.
- BB Gun Changes:
  - Alt Fire now auto-targets whenever pellets, canisters, or super/cannonballs are
present
  - Shooting at players (with BB Gun) that have Slateskin now reflects the shot to
nearby enemies (similar to cannonball)
- Superball Changes:
  - Superball now transfers its own damage to surrounding enemies on hit, up to 4
(psuedo-AOE).
    - Cannonballs can hit up to 6.
  - Added superjumping with the Superball
- Ally Changes:
  - Bosses now deal x3+ amounts of damage against allies
- Vagabond Changes:
  - Now severely takes less knockback from sentry when staggered mid-air.
  - Fixed gale slashes spinning everywhere sometimes
  - Vagabond no longer becomes heavy staggered upon reaching 1/4 HP
  - Made the center of Vagabond's homing projectile more yellow to make the
projectile more distinguishable
- Added Defeat animations for each of the bosses that plays when you fail against
them
- Zombie Staff now guarantees spawn everytime certain (not every) high bonuses are
achieved
- Slateskin Potion Rework:
  - Grants 125 HP of Slateskin that will take damage before your HP
  - While Slateskin is active and you are midair, you can press [G] to slam down on
your enemies!
    - Select weapons can be used in synergy
  - Grappling Hook with Slateskin active allows you to pull enemies with medium
weight (Mark & Captain, more in the future)
- Captain will now no longer superjump whenever there's a roof above him
- Friendly fire from killbots & cannons against their own allies reduced by 50%
- Friendly fire from marks increased by 100%
- Dead players now affect scaling by 50%
- Adjusted some endlag for auto-fire
- Updated Mark's sniper rifle
- Removed Herobrine
Fixes
- [Fixed (maybe)] Paintball Gun sometimes sending its users to Banland")
- [Fixed] Paintball/BB Gun not working when shooting directly at bombs in close
range
- [Fixed] Sandbox: Forced loadout not working
- [Fixed] Incorrect whitelisting while creating a Sandbox lobby
- [Fixed] Enemies sometimes being stuck
  - Stuck enemies will now teleport to the closest spawnpoint
- [Fixed] Some lobby errors
- [Fixed] Attacking Vagabond while he's defeated can result in some insane
score/style gain
- [Fixed] Slingshot still autofiring while unequipped
- [Fixed] Unreliable imbue transfer issues when parrying imbued explosives into
walls
  - This means you can now transfer imbues (Even Wrench's ]]..chalk.bold("Metal")..
[[ imbue) into others walls! It could be useful with a certain synergy
- [Fixed] Superball not having replicated colors when thrown.
- [Fixed] Grappling Hook & Reflector being usable when dead
- [Fixed] Spawner tool can spawn enemies you haven't encountered yet
- [Fixed] Vagabond's sliding Tempest attack occuring too early
- [Fixed] FOV being bugged when unequipping the BB gun too fast while aiming (alt
move)
- [Fixed (maybe)] Vagabond AI error
- [Fixed] Players not respawning when both the boss and the players die
simultaneously
- [Fixed] Canisters occasionally not detonating properly when ricoshotting
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There are few stuff that we forgot to document, so we're sorry for that incase
something gets unknowingly changed.