V2.0.0

This update is the first version of the Advanced Gungeons & Draguns Update.

Additions

 * 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 shops 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.
 * Skuskets 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
 * [Xbox/Windows Store] Fixed an issue where achievement catchup code was not properly running
 * [Xbox/Windows Store] Fixed a rare issue that could cause save corruption

Other Notes

 * We’ve also updated our game engine (Unity) and sound engine (Wwise) to resolve some systemic bugs that have been out of our control. While upgrading our game engine comes with many small performance tweaks and bug fixes, one side effect is that our engine no longer supports DirectX 9, meaning the old "-force-d3d9" launch option will no longer have any effect. Note that the issues which have caused people to need this option in the past should be resolved now; as always, if you run into any issues let us know here on reddit or send us an email at [mailto:bugreports@dodgeroll.com bugreports@dodgeroll.com]
 * We've also restructured our asset storage and loading considerably; this shouldn't have any noticeable impact on gameplay, but does result in smaller patch sizes and a significantly smaller install size (on Windows, this was a drop from about 1.25 GB to 450 MB)