Freedom Planet 2 - SpaceyBat
Today is a big day for Freedom Planet fans - Thanks to our partners at XSEED Games, Freedom Planet 2 is now available on Nintendo Switch, Sony PlayStation 4/5, and Xbox One/Series S! To coincide with this release, we have added two brand new Boss Rush challenges to the Battlesphere that will truly test the mettle of experienced players.

Boss Rush: Division 1 is available in the postgame after collecting all Time Capsules and achieving the extended ending. This challenge covers the first 17 boss fights. A central hub between fights allows you to heal up and select one of the five elemental shields to aid you for the next encounter.

Boss Rush: Division 2 covers the boss battles from the second half of the adventure, and becomes available after clearing Division 1. This challenge covers the boss fights from the second half of the game, including the final encounter with Merga.

In addition to this new challenge, we have another round of bugfixes and refinements thanks to your feedback! You can read the full list of changes below.

Lastly, we wanted to mention that while the console versions of the game have been localized into multiple languages, we are still waiting for the necessary source code to implement this in the PC version. Bringing these localizations to PC is something we very much desire, so we'll keep you updated in the future. Thank you for your patience!

Thank you all again so much for your unwavering support over the years, and we're super excited that we can bring Freedom Planet 2 to a whole new audience!

General
- Boss Rush Division 1 and Boss Rush Division 2 are now available in the Battlesphere after achieving the extended ending on a save file.
- Edited player's camera zoomout logic to be closer to behaviour present in previous versions.
- Fixed a handful of minor issues related to badge requirements properly fulfilling.
- Fixed an issue where the reduced stock cost from Cheaper Stocks did not actually match the amount indicated in the UI.
- Fixed an issue where Neera's cutscene with Askal in Shuigang was not skippable.

Lilac
- Fixed hold-to-attack logic interrupting Lilac's Divekick with Hair Whip if the player held the Attack button for too long after performing Divekick.
- Fixed hold-to-attack logic interrupting Lilac's Ground Cyclone with Hair Whip after jumping if the player held the Attack button for too long after leaving the ground.
- Fixed being able to mash the Attack button during Lilac's Ground Cyclone to prolong its duration indefinitely.

Milla
- Milla's Super Shield Burst created from the smallest cube size should now properly unlock Super Shield Burst Finish badge.

The Battlesphere
- Fixed an issue with the Blast from the Past challenge in which the platform that spawns at the end of the challenge would disappear if the player was standing on one of the far edges during the stage clear screen.
- Fixed an issue where the OHKO brave stone would not apply when fighting Nalao Lake's boss in the Battlesphere

Auditorium
- Fixed an issue where skipping the second cutscene would prevent the player from pausing until the level ended or the player was defeated.

Palace Courtyard
- Badges related to defeating a boss with a specific attack should now be properly rewarded when defeating Duality with those attacks.

Zulon Jungle
- Fixed an issue where the Star Card could spawn inside a wall, causing a softlock.
Freedom Planet 2 - SpaceyBat
Hello Avalicians! With a little over two months left until our console launch, we're continuing to work on fixes and tweaks for the PC version of Freedom Planet 2. Thank you again for your reports and we'll keep at it!

General
- In the Album menu, photos are now only flagged for deletion by pressing the Guard button, and the menu will now return players to the Album after deletion is complete.
- Made some adjustments to prevent warnings from appearing in the wrong spot when the camera is zoomed out in certain locations.
- Aqua Troopers have updated sprites.
- Fixed extended scenes being shown during the ending if all the necessary items have been obtained but not used, therefore not completing the extra stage.

The Battlesphere
- Fixed a potential softlock in Beginner's Gauntlet.
- Fixed an issue where the player would appear at the wrong spot in Flip Fire Gauntlet.
- The player's starting position in the Beast Three arena is now in the arena's center, which should match the Adventure mode's fight start.
- Edited Activation parameters for various elements in Shell Growth fight.
- Increased vertical scale of water BG sprites in Shell Growth fight.
- Attempted to fix a softlock in Mecha Madness.
- Various Merga's forms now have their arena "borders" symmetrical relative to the arena center.
- Activation threshold X coordinate for the bonus boss is now matching its value in Adventure mode.
- Hidden an unnecessary collision piece in the ceiling of the bonus boss arena that was transferred from the original secret stage and had an incorrect tag that would prevent players from running across the ceiling.
- Fixed starting angles of the bonus boss's knives; the middle knife's stab interval is now slightly slowed down to match other knives in phase 2.

Auditorium
- The player's position is now set to fixed target location when leaving the Beast Three intro cutscene.

Nalao Lake
- Fixed Titan Armor not executing its ranged attacks during the mech fight after the first laser volley.
- Fixed Titan Armor's homing missiles always launching leftwards during the mech fight, no matter what side Titan Armor itself is facing.

Refinery Room
- Fixed erratic movements and angles of the pilots in phase 1 of Astral Golmech's fight.

Merga
- Merga's Eclipse form should now be less likely to behave oddly when dying when transitioning between states, and is less likely to have stray ghosts floating about during the fight or after the form's defeat.
- Merga's Eclipse form's vertical light effect during her boost attack should now be properly vertically aligned with her, be it in the final stage or in boss rematch scenes.
- Bridge segments in Merga's arena that ignite on contact with fire in Blood Moon phase now inflict correct damage type of Fire instead of Metal.
Freedom Planet 2 - SpaceyBat
Hello Avalicians! We have a new build ready that addresses certain issues that were introduced in the previous patch, along with additional fixes. Thank you once again for your feedback, it has been a genuine help!


General

- Fixed the Screen Size in Screen Settings being stuck in Custom and unable to proceed to larger sizes if the player's display resolution cannot fully fit non-fullscreen window sizes.
- Reduced the Internal Scale setting options from (x1, x2, x4, x8) to (x1, x2, x3, x4), as the previous higher values were adding too much load onto GPU for diminishing results.
- Life Oscillation is now placed alongside other brave stones in the item selection menu.


Carol

- When jumping off of grindrails, the player will now be unable to enter the grindrail state for approximately the next 0.2 seconds; reverted Carol's vertical velocity cutout point during Low Kick from 2 back to 0.


Neera

- Fixed Neera being able to cancel her attacks into other attacks at any time when on a grindrail.
- Fixed Neera not entering the grindrail state properly for the grindrail of Lightning Tower's boss.
- Tweaked spawning behaviour for Neera's ice trails.


Shenlin Park

- Fixed Tower Cannons shooting all of their projectiles at once.


The Battlesphere

- Minor camera adjustments to Storm Slider's rematch arena.
- Fixed an issue where the Battlesphere rematch with Captain Kalaw's could potentially be cleared without defeating him.
- Fixed an issue in the Battlesphere rematch with Captain Kalaw where players (especially as Milla) could potentially get stuck by launching themselves towards the bottom of the screen with enough speed.
- Fixed an issue where overlapping terrain while being grabbed by Lemon Bread could cause issues with respawning from falls.
- Fixed an issue where the secret boss would suddenly stop moving halfway through the fight during the Battlesphere rematch.
- Fixed another issue with Bubble Battle ending early.
- Made some slight adjustments to specific NPC positions in the Battlesphere Lobby.
- Fixed incorrect challenges being loaded when the player wins and retries certain (mostly boss-related) challenges from the Results screen.


Tiger Falls

- Additional small adjustments have been made to collision.


Globe Opera 1

- Fixed Beast One's traps occasionally stopping triggering on player proximity.


Globe Opera 2

- Fixed Globe Completionist badge not being awarded if the player restarts at any checkpoint that is past the 3 initial power plugs.


Nalao Lake

- Expanded activation range of plant spirals to prevent them from deactivating prematurely when they are fully expanded.


Clockwork Arboretum

- Fixed an issue where the Open prompt for the locks would overlap the main HUD.
- The cutscene which plays exclusively for Carol after Clockwork Arboretum has been added to the Cutscene Viewer.


Time Capsule Sidequest

- Expanded the trigger zone of the first checkpoint in the Secret Stage so that the player can't miss it when landing from the upper route.
- Fixed the boss of the Secret Stage being able to deal damage to a ceiling-running player when hanging above the ceiling and preparing the downward dash attack.
Freedom Planet 2 - SpaceyBat
We hope everyone has been doing well this year!

This new update for Freedom Planet 2 includes hundreds of fixes and tweaks based on feedback from our community over the past year, as well as a few new display options. Thank you all so much for helping us polish Freedom Planet 2 even more, and we hope you have the best and safest of holidays!


General

- Significantly reduced lag for the first time Lilac guards after the game is booted. This fix also affects the first time Neera loads into a stage, or the first time Carol dismounts from a bike.
- Fixed an issue where the player would be locked in place and repeatedly take falling damage if they fell while overlapping terrain on another layer.
- Instructions text regarding maximizing height while playing Milla has been adjusted to reflect how to gain the maximum height while playing her.
- Small terrain adjustments have been made to Bakunawa Rush to prevent certain layering issues from occurring.
- Fixed an issue in the Adventure Mode map screen where the player character would be standing on water when returning from a specific end-game area.
- Fixed a minor issue where Bakunawa Chase showed an empty Vinyl icon in Classic Mode.
- Fixed a minor issue where Guard Trial's name was incorrectly displayed as "Dodge Trial" in Classic Mode specifically.
- A few typos have been fixed in various areas, including the guide menu and the gallery.
- Fixed an issue where certain icons would sometimes not display properly in the Records menu.
- Fixed an issue where Lola would not show up properly in the Citizens list (she will need to be visited again to show up).
- Fixed an issue where chests with items would behave strangely if the player moved too far away upon opening them.
- Fixed a bug where the background would flash on certain stages if the screen shook while the player was at the left or right edge of the stage.
- Fixed an issue where auto guard would not activate when the player had a shield active.
- Pausing is now briefly disabled immediately after the transition begins when opening a door, to prevent a specific visual glitch from occurring.
- Some assets now appear slightly more crisp due to having their Filter Mode changed.
- Fixed a very minor visual issue where all shield boxes, when broken, would emit the particle meant only for wood shields.
- Fixed an issue where the cutscene that would play after selecting Sky Pirate Panic wouldn't immediately skip when the Skip button was pressed.
- Player characters now will be immediately turned in whatever direction is currently held when the player issues an attack command while on a grindrail.
- Fixed NPCs ignoring enable and disable story flags for dialogue topic options, causing those to always be available at all times despite story events.
- Fixed the contents of first line that is displayed in the dialog box to be immediately displayed in full when the player starts talking to any NPC the 2nd+ time due to reading stale input.
- Player and player-related animators are now initialized at some point during game's start to avoid hitches in case these animators were to be initialized during gameplay.
- Photomode now correctly captures lighting if it is present in the stage.
- Fixed voicelines not being stopped correctly in non-generic cutscenes when pausing.
- Reduced height of player's splashes on water's surface.
- Fixed some stage gimmicks overriding player's flashing timer.
- The screen should no longer shake if certain types of projectiles and rockets explode far enough as to not play the explosion sound.
- Hopefully fixed some more bugs related to the process of creating and deleting savefiles.

- Fixed some inconsistencies in behaviour under different framerates:
-- Edited Spark Emitter code to potentially fix inconsistencies in spark spawning behaviour.
-- Fixed Astral Golmech's jump height being higher at higher framerates.
-- Fixed Corazon 2 dash's vertical velocity after wall sliding being lower at higher framerates.
-- Fixed Durugin's fists flying too high up at higher framerates.
-- Fixed Fire Hoppers' jumps and torches flying too high at higher framerates.
-- Fixed Flamingoes' steps being much wider at higher framerates.
-- Hopefully fixed Line Cutter's emerging and retracting behaviour at higher framerates.
-- Fixed Wood Hoppers' jump height being affected by gravity too much at higher framerates.
-- Fixed Shadow Armory switches being decelerated too much at higher framerates, forcing Askal to punch that one golden platform more times than intended.
-- Fixed Rocket Sleds being too fast at higher framerates.
-- Fixed Lancer in Airship Sigwada's background ascending and descending too quickly at higher framerates.
-- Fixed various color cycling objects, such as police lights, changing colors too quickly at higher framerates.
-- Edited Neera's ice floor spawning behaviour.
-- Hopefully fixed crocs' movement in Fists of Frog game.


UI

- Implemented new Screen Setting: Internal Scale. This setting is responsible for the size of the render textures that various layer cameras render onto. While the main game's window size stays the same, this setting can make the image more smooth and lessen the effects of dithering artifacts, at the cost of potentially making some parts of the image blurry. Shout-out to Johnny on Flame for the original mod.
Note about Internal Scale setting: if your game window's size does not match the game's native aspect ratio, or you want to lessen the effect of dithering artifacts, 2x internal resolution scale should be sufficient to provide better-looking visuals without significantly affecting performance. Increasing internal scale above that may put significant load onto your GPU at some moments, heavily degrading the game's performance; it is recommended to use higher settings only if you have a capable GPU.

- Implemented new Screen Setting: Borders. This setting alters how the game renders itself into its window in case the window's size is not an integer multiplier of its native 640x360 resolution.
--- "None" option stretches the game's image fully into the window, ignoring its native aspect ratio.
--- "One Side" option stretches the game's image into the window in such way as to preserve its native aspect ratio and introduce blank borders only to one side of the screen - either letterboxing (horizontal) or pillarboxing (vertical) the image.
--- "Both Sides" option shrinks the game's image within the window in such way as to fit the largest possible native resolution multiplied by an integer into it and introduce blank borders to both horizontal and vertical sides of the screen - windowboxing the image.
- The game now keeps track of the window resolution and stores it in the settings file.
- Assist Settings menu moved from Main Menu to the new savefile creation sequence, as Assists are individual for each savefile.
- Added general description text for Assist Settings when creating a new savefile.
- Added general description text for Starting Item Set menu when creating a new savefile.
- Updated Guide for each character that is available via Pause Menu; added a page for each character's Special Item.
- Changes made to assist settings in the main menu will now carry over when creating a new save.
- Fixed an issue in the File Menu where, if the player began creating a save, then backed out, then immediately attempted to create a new save on that same slot, they would instead load the file and be taken straight to a new game.
- The Photo Album will now display which buttons the player can press in order to flag their photos for deletion.
- Minor punctuation adjustments have been made to the Shields page in the Instructions menu.
- The track name "Boss - Clockwork Arboretum" has been adjusted to "Boss - Arboretum" so that it fits appropriately in the jukebox UI.
- Fixed a minor issue where the game would show a par time of 10 minutes for stages which hadn't been unlocked yet in the Records menu.
- Fixed an issue where the description for the Music Shop in Classic Mode stated that Vinyls could be purchased with Gold Gems rather than crystals.


Lilac

- Can now continuously perform normal attacks if the attack button is held down.
- Fixed Dragon Boost flame effects not having correct offset during cutscenes.


Carol

- Slightly raised the vertical speed cutoff point for Carol's Low Kick attack from 0 to 2 to get rid of a specific interaction with grindrails where player could gain momentum through mashing.


Milla

- Reworked internal interactions with shields and cubes.
- Shield Blaster / Cube Blaster fire rate is now capped at approximately 7.5 shots per second.
- Milla can now autofire Shield Blaster / Cube Blaster at maximum fire rate when the player holds attack button with the Barrier out.
- Reduced fire rate of consecutive Super Shield Bursts (when Milla has multiple cubes) and reduced invincibility time that is given to enemies that are hit by Super Shield Burst to be approximately equal. This will make it much easier to hit an enemy with every single Super Shield Burst when having multicubes, without some of the Bursts missing due to enemy being invincible from a previous Burst.
- Milla can now softjump with her Barrier out.
- Fixed Super Shield Burst knockback direction sometimes being incorrect.
- Fixed Super Shield Burst firing in a wrong direction when Milla is on a steep slope or ceiling.
- Super Shield Bursting downwards when on the ground should now lift Milla off the ground.
- Fixed Cube Blaster's damage dropping off earlier than intended when the main cube changes size.
- Early Guard cancelling a Super Shield Burst will no longer affect the size of the next cube in the stack of multicubes.
- Changed Barrier's positioning code to have an anchor point and distance away from it (similar to polar coordinate system) so that it would correctly position itself when Milla is on a slope.
- Shadow Milla's Barriers and Super Shield Bursts now properly have an outline.
- Fixed an issue where Pacifist Pooch was sometimes unlocked when certain bosses (particularly Duality) were not actually defeated with the conditions met.


Basic Tutorial
- Added a tutorial TV for Milla's Shield Blaster / Cube Blaster autofire.
- Fixed TVs displaying Milla's Cube Blaster failing to display the proper sequence.
- Raised the upper parts of terrain to prevent the player from skipping parts of tutorial by going over them.


Dragon Valley

- Fixed a case where the player could get caught inside a wall in Dragon Valley.
- Proto Pincer's bounce speed now scales up slightly less as its health decreases.
- The camera in Proto Pincer's boss fight arena will now gently lock on to the boss's horizontal movement.
- Fixed other minor visual and collision issues.


Shenlin Park

- To prevent the player being either softlocked or in a difficult position to recover from as Neera, a small handful of the pipe tunnels will briefly lock the player's input after launching them.
- Somewhat fixed discrepancies with the amount of projectiles fired by Tower Cannons.
- Fixed small graphical errors.


Royal Palace
- Altered Askal's first dialogue in the tavern if Neera is the player character.
- Altered dialogue when looking at Syntax body that is available after finishing Shuigang arc to be character-specific.
- VA clips in the Battlesphere commercial now properly adjust their volume according to VA volume settings.


Avian Musem

- Fixed an issue where the game could potentially softlock if a lagspike occurred shortly after a Drake Coccoon was defeated.
- Fixed an issue where Kakugan could be locked in place while going into its pinch mode if it was being hit by Elemental Burst damage.


Airship Sigwada

- The camera in Corazon's first boss fight arena will now moderately lock on to the boss's horizontal movement.
- Fixed an issue where players could potentially softlock themselves if they leapt into the bottomless pit immediately upon gaining control after the rocket setpiece at the start of the level.
- Increased Activation Range for the set of doors and keyblocks before the second Lancer encounter in Airship Sigwada to prevent Mantises contained between them from occasionally escaping that area.


Phoenix Highway

- Fixed an issue where certain Bubblorbiters would not have their orbs when the player restarted from checkpoint.
- Fixed a potential softlock.


Zao Land

- Fixed a few collision issues.


Battlesphere Lobby
- Fixed elevators being drawn on top of the elevator shaft when they are ascending to the arena.
- Fixed some duplicated dialogue on some NPCs; added some missing dialogue lines.
- Fixed Ming's dialogue structure that would prevent her from saying new lines.


The Battlesphere

- Light adjustments have been made to the camera in the battlesphere rematch for Beast One and Beast Two.
- Cleaned up some small movement and camera issues in the battlesphere rematch for Corazon 2.
- Adjusted the camera in the battlesphere rematch for Merga's armored forms, to better suit the space the player actually has to move around in.
- During Captain Kalaw's battlesphere rematch, he will now initiate his second phase much faster after being defeated in the first phase.
- Fixed an issue where the background in a few battlesphere levels would not react to the BG Motion setting
- The Battlesphere menu music now loops seamlessly.
- A unique icon has been added for the Battlesphere challenge Battlebot Revenge.
- Fixed a minor collision issue in Beginner's Gauntlet.
- Fixed an issue where the player could potentially get stuck in the ground near the end of Flip Fire Gauntlet.
- Made an extremely minor terrain adjustment to the beginning of Rolling Thunder.
- The unkillable Flash Mouth enemy on top of the arena of "Blast from the Past" Battlesphere challenge now has its hitbox disabled and blockbox enabled to more clearly show that it's invulnerable.
- Fixed various potential issues with indices and offsets in Arena Challenge Select Menu.
- Fixed challenges that are completed by crossing the finish line giving incorrect rewards.
- Sealed the top part of Corazon 2's arena.
- Changed reward for Bubble Battle challenge from 750 to 700.
- Locked challenges should now hide their rewards.
- Switches that control moveable goldblock terrain in Rolling Thunder challenge now move themselves and affected terrain slower, allowing more fine control over terrain positioning, while also lowering the risk of collision issues with conductor block if it placed on top of moving terrain.
- Lemon Bread should no longer be visible for 1 frame on activation.


Tiger Falls

- Addressed some minor collision issues with waterfalls.
- Fixed an issue where the player could walk back into the area with rising terrain, encountering several walls with no collision.
- Fixed a minor visual issue with one of the tiger statues.


Guard Trial
- Leaving Guard Trial early via Pause Menu should no longer boot the player into Main Menu.


Robot Graveyard

- Fixed a minor collision issue.
- Fixed an issue where Lilac would appear at an angle if she diagonally boosted into a hangbar.


Mountainside Detour
- Added the Exchange option to Chloe, allowing the player to get Gold Gems from her directly, instead of this option only being available via Quick Shop.


Globe Opera

- Beast One's bubble projectiles now explode properly when making contact with ground.


Globe Opera 2

- Fixed a potential collision issue with keyblocks in Globe Opera 2.
- Fixed a case where the player could get caught inside a wall in the Shenlin Park section of Globe Opera 2.
- Fixed an issue where the balloons attached to a specific balloon block in Globe Opera 2 would make no sound when popped.
- Fixed a minor layering issue.
- Moved the Macer in the first room with three plugs away from the spring to prevent its spike ball from continuously attempting to bounce off of it.


Auditorium

- Fixed an issue where the game could potentially softlock if the player ran up one of the walls during BFF2000's KO explosion.
- Fixed an issue where BFF2000's fireballs could potentially deal a large amount of damage if multiple overlapped the player at once.


City Hall

- Added collision and pushers to the entrance of the hub. One of the pushers should prevent players from losing their velocity if they enter the front door too quickly and hit the wall collider before the exit zone warps them.
- Tweaked the camera hotspot overlooking the front door to not show brick walls to the right of the front doors.


Tidal Gate

- The fans in Tidal Gate which are above the water will now emit clouds of dust instead of bubbles.
- Fixed code for scrolling water surface during the boss fight going out of bounds of the tension array.
- Fixed incorrect offset of waves created on the scrolling water surface.
- Edited code for creating splashed on water surfaces to fix some calls creating huge waves.
- Increased activation range of boats and rafts to avoid pop-ups.


Adventure Square

- Ocean ambience will now play as the player approaches the shore.
- Fixed a minor layering issue when the player exits the Hall.
- Slightly adjusted the crowd ambiance to be more present in more parts of the main town area.
- Made some slight adjustments to the right edge of the hub such that the player can no longer get stuck in a running animation while talking to Lilibeth.
- Fixed minor error in the Team reunion non-Carol cutscene in Adventure Square that played Milla's "Carol!" voiceline through Lilac target object.
- Added Syntax Body NPC into the diner after the Jungle arc is complete.
- Fixed Lilac vs Spade cutscene not playing properly if the Jungle arc is the last one to be completed.
- Slightly expanded the intro of the Team Reunion cutscene (to take into account the end of Jungle arc being in the same room).
- Fixed Carol being unable to comment on the lab table in the diner's basement due to its incorrect story flags.
- Added missing guardrail tops to the stairs in the diner; removed stray overlapping elements of submarine plating.


Zulon Jungle

- Fixed an issue where Tunnel Driver would not properly explode into debris on defeat.
- Fixed an issue where the swinging bars in Zulon Jungle would sometimes disappear while still on-screen.


Nalao Lake

- Fixed an issue where the stage's rightmost wall extended too far beyond the actual right boundary of the stage.
- Fixed Snatchamon's orb debris using regular Traumagotcha's colors.


Sky Bridge

- Weatherface should no longer be visible for 1 frame on activation.
- Weatherface will no longer continue animating some of its parts after being dismantled.


Paradise Prime

- The river on the main island is now animated.
- Fixed an issue where two Tiyuhins would be visible during the coin toss scene, and fixed an issue where Tiyuhin would not properly comment on the loss or return of his coin.
- Slightly adjusted terrain collision.


Magma Starscape

- The camera in Hundred Drillion's arena will now gently lock on to the boss's horizontal movement.
- Hundred Drillion's max speed has been reduced somewhat.
- Fixed an area where players could fall out of bounds.


Diamond Point

Various adjustments have been made to the boss fight to feel more fair and generally easier to keep track of, while also making certain attacks more threatening:

- The camera in the arena will now moderately lock on to the boss's horizontal and vertical movement.
- The windup of their ground attacks has been increased, and their eye sparkles immediately before they perform the attack.
- They can now be hit during certain attacks where they were previously invulnerable.
- The height of their jumps has been significantly reduced, and they no longer have jumps which take them far off-screen.
- Attack hitboxes have been tightened across several attacks.
- When ground pounding with rocks summoned, the rocks that will be dropped will now visibly line up, to provide a clear indication of where the area of danger will be.
- The speed of the rocks thrown up into the air during a ground pound has been slightly reduced, and the gravity applied to these rocks has also been slightly reduced.
- The rock pillars on either side of the arena have been pulled in to make it so players can no longer stand off to one edge to completely avoid the crystal shots attack, and also to keep the boss generally easier to track. Additionally, the terrain in the arena has been made somewhat more symmetrical.
- The boss will now only do a single crystal shot attack before coming back down, and they will always select the crystal which is closest to the player's current position.
- The speed at which they move to a spire for the crystal shot attack has been reduced by 35%, and the windup for attacking from the spire has been increased by roughly 12 frames.
- To prevent a significant portion of rocks from impacting the side of the arena, they will now dash to the center of the arena before performing their aerial jab.
- All active rock projectiles will be destroyed when the boss is defeated.


Gravity Bubble

- Some slight terrain adjustments have been made to a specific location in order to slightly improve navigation.
- Fixed the above-the-ground island background not being deactivated and covering the entire screen if the player skips the pre-final cutscene when the camera shows the beacons activating.
- Simplified Bakunawa's laser beam graphics to prevent it from causing too much GPU load at higher internal resolution scale values.


Bakunawa Chase

- Fixed an issue where the "quake" sound during the ending sequence of this level would play at the same volume regardless of the volume level set in the settings.
- When No Petals is equipped on this stage, the Life Petals that normally appear will disappear altogether, rather than changing into crystals the player cannot collect.


Bakunawa Rush

- Fixed an issue where the player would land on a bomb at the start of the stage if they had Items to Bombs equipped.
- Fixed a minor layering issue at the end of the beginning rail section.
- Aaa no longer has coughing fits (hurt voiceclips now have a timer that prevents a new clip from being played in audio source until the timer is expired in cases when multiple attacks are landed onto Aaa in quick succession).


Refinery Room

- Fixed an issue in the post-level cutscene where, during Neera's cutscene, she would be interrupted by Milla asking Aaa's name.


Clockwork Arboretum

- To prevent a specific softlock where the player can be caught inside them, the vines in Clockwork Arboretum will now unfurl when the player touches them (similar to those in Nalao Lake).
- When clearing the stage as Carol, there will be no clear music and she will no longer say a victory taunt.
- Made some minor adjustments to Corazon's fight in this stage, including a lowered ceiling during the first phase.
- More parts of the elevator are now destroyed when the bossfight transitions to phase 2.
- Fixed some of Corazon's SFX being channeled through voice audio source.


Inversion Dynamo

- Fixed an area where players could fall out of bounds.
- Fixed Code Black Beartles not having correct enemy faction.
- The flag for left-facing player position on respawn for one certain checkpoint in Inversion Dynamo is no longer carried over between stages.


Lunar Cannon
- Elements of the console of the Lunar Command boss shifted backwards in depth to not be drawn on top of Pause Menu's elements.
- Fixed slightly misaligned elements of Lunar Command console HUD.


Merga

- Fixed an issue where Merga's mine projectiles were not consistently exploding during her Blue Moon phase.
- Fixed a bug where Merga would decloak repeatedly if defeated with specific timing during her Eclipse phase.
- Swapped a non-white chargebeam sprite for a new similarly-shaped all-white whitetrail sprite to get rid of chargebeam's dark blue contour persisting through sprite color change of Eclipse form's screen-darkening attacks.
- Merga's voiceline when the player reaches her last phase should now be consistently played even if the player restarted at the checkpoint at any point in the fight.
- Implemented some failsafe checks for Merga to prevent her from falling through the floor of the arena in case of lagspikes.
- Added Classic mode cutscene variants for Capsule endings.


Weapon's Core:
- Electric sparks with variable speed now slow down gradually.
- Electric sparks with variable speed now start slowing down or speeding up depending if the next Circuit Node in the chain is open or not.
- Left part of the final Spark puzzle is shortened to reduce the wait time.
- The final Spark puzzle has the Spark speed changed to make the timing of the right part more forgiving.
- Applied a correct tag to collision that seals the entrance to the final arena to allow running on ceiling without falling off.


Time Capsule Sidequest

- If the player doesn't have the related badge, they are now required to watch the contents of all capsules for them to take effect on the narrative.
- If the player has achieved a normal ending on a given savefile and started the Time Capsule sidequest, exclamation point markers are added to the world map that would point the player towards places of interest related to the sidequest.
- The player cannot watch the contents of any Time Capsule they may have collected until one certain capsule with a cutscene attached to it is obtained.
- Yet unwatched Time Capsules are now marked.
- Fixed an issue where Carol was not appearing properly during the secret boss and slightly adjusted her behavior so that she would hit the boss more often.
- To combat eye strain, during the secret boss's second phase, the brightness of its sprite and teleport effect during its rapid teleporting movement has been reduced somewhat.
- The camera will now tightly follow the movement of the secret boss, but only in small amounts.
- Fixed an issue where the secret boss' knife attack could sometimes hit the player even if they weren't in range of the attack.
- Fixed an issue where the wiggling text in the pause menu of the secret stage was not affected by the Text Animation option.
- Something new now occurs during the second phase of the secret boss. A certain attack exclusive to this phase has also been adjusted such that the boss no longer needs to be on-screen before it fires (except for the first time).


Sound FX

- Several of Milla's sound effects which made a small "popping" noise after playing have been adjusted to no longer make this sound.
- Fixed an issue where one of the sections of the large door in Ancestral Forge was not lighting up properly.
- The dodgeballs in the training dojo no longer use Acrabelle's bouncing sound effect.


World Map
- Fixed an issue where Guard Trial would show up before it was unlocked.
- Fixed a minor issue where Bakunawa Chase would not show its icon in the Stage Confirm menu.
- After Palace Courtyard is cleared, an icon will now show up indicating that City Hall is the current objective.
- Ciri, Kukri, and Libbie now appear in the appropriate position in the Citizens menu in Adventure Mode.
Freedom Planet 2 - SpaceyBat
Hello Avalicians! With summer almost here, we've been working hard on porting the game to consoles and addressing as many lingering bugs as possible. In the meantime, we have a juicy new update that not only includes a hefty amount of fixes and balance tweaks, but includes two new locations in Shuigang!

Beyond the outskirts of town is an optional advanced tutorial to teach new players how to guard properly. Additionally, Chloe has now set up a campground before the Snowfields stage that makes it possible to buy items from her at the point where the player is blocked from returning to town.

Thank you all so much for your support and feedback, we couldn't have polished the game this much without your help! ♥


General

- Certain lore text has been added to a relevant location and can be read after a certain point late in the game. If the player has cleared the game, a certain relevant NPC will provide a hint on the text's location.
- All music which previously lacked seamless looping now feature it. This includes boss tracks, map tracks, and a handful of stage and hub themes.
- Fixed a handful of typos in places including the Royal Palace, the Battlesphere Lobby, Adventure Square, the Gallery, and the world map.
- Some small adjustments have been made to sustaining damage from falling off-screen: Added 0.2 second input lock, players are now placed a bit farther from the ledge, the player's collision layer is now reverted, and momentum should now be stopped more reliably.
- Changed some velocity values and jump flags on leaving water in an attempt to prevent the player from occasionally losing vertical velocity when leaving water or entering a dry bubble.
- Petals spawned from a fire shield will magnetize to the player after a brief delay.
- Fixed an issue where the player would have collision problems if they fell off-screen without touching solid ground since the start of the level.


Lilac

- Fixed Dragon Boost flame effect sometimes having an incorrect angle.


Carol

- Carol's bike will be stored if she restarts from checkpoint while riding it.
- Can now short hop while rolling.
- Fixed an issue where Carol would be direction-locked in midair if she Low Kicked onto a fuel can.
- Increased Carol's guard time while on a bike by 5 frames.


Milla

- Can now short hop while holding out a shield or firing the Cube Blaster.


Results Screen

- Fixed an issue where the total crystal bonus would sometimes be off by one when the player used an item which reduced their total crystal bonus.
- Fixed some math inaccuracies for the bonus percentage and crystal reward.
- Fixed an issue where the tally in the results menu could be interrupted.


Tutorials

- A brief section has been added to the tail end of the Basic Tutorial which quickly addresses the Guard technique.
- A brand new tutorial stage, Guard Trial, will now appear immediately after Shuigang. It is not required to clear this tutorial to progress. If the player doesn't have any game clear badges yet, a message will pop up asking the player if they would like to play the tutorial stage when they first overlap it on the Adventure Mode map.
- Fixed a small issue in Carol's Basic Tutorial where the input for jump disc warps displayed incorrectly.
- Fixed a small issue in Milla's Basic Tutorial where her Cube Blaster animation would not play.
- Tutorial stages will now force Powerups off.
- Fixed an issue where the waterfall in Neera and Carol's basic tutorial stages wasn't moving.


World Map

- A small hub area with a shop has been added just prior to Snowfields to allow players a chance to buy helpful items (at a slight markup). As players are unable to access the rest of the world map untill Snowfields is cleared, this gives them the ability to buy items during this point in the game.
- Players can now press Left to go from Snowfields to the Guard Trial (it was previously only possible to navigate this way by pressing Down).
- Fixed an issue where Palace Courtyard would not properly display the Vinyl icon in the Adventure Map.


Cutscenes

- If the player enters a cutscene zone when KO'd, the game will attempt to Revive the player on the spot if possible, adhering to revivals' rules and requirements. If Revival is successful, the cutscene will be activated properly and proceed as planned. This also should fix any player zombie-state bugs that render many interactable objects unusable when such situation occurs. This change does not apply to the cutscene in Palace Courtyard's boss arena.
- Players are now given some invincibility during the starting transition time of a cutscene.
- Oxygen and heat alerts should no longer play during cutscenes.
- Water Splashes are now hidden and cleaned up on entering a cutscene.


Royal Palace

- Removed Bilinear filtering and possible compression from a couple of sky textures.


Avian Museum

- When the BG Motion setting is set to Minimal, the animation of the background in the hologram section will be static and the background itself will scroll slowly with the player's movement.


Gallery

- Turned around Discord 2's model in its exhibit so that its text isn't mirrored.


Phoenix Highway

- Aligned Stahp's laser closer to the satellite point; the laser's sprite no longer flips vertically when turning.


The Battlesphere

- It is now possible to skip the cutscenes which play each time a new time capsule is obtained.
- Fixed an issue where battlesphere challenges displayed the incorrect rank.
- Fixed an issue where completing Kalaw's Challenge in Classic Mode would not return the player to the correct scene afterward.
- Fixed a bug where lighting displayed incorrectly during Merga's Eclipse Armor refight.


Shuigang

- Adjusted the position of a handful of NPCs to reduce chances of triggering a specific issue which occurs when interacting with two things at once.
- Shuigang now features a Quick Shop option.


Robot Graveyard

- Zombie Troopers now stop spraying acid during the jump attack if they are in the air for too long.
- Zombie Troopers are now affected by gravity when preparing to jump and during landing after the jump.
- Fixed several areas where the player could potentially fall out of bounds.


Snowfields

- The windup for Serpentine's horizontal shooting attack has been increased (1/3 second to 1/2 second).
- The timing for when Serpentine's missile attack fires has been adjusted to be more in-time with the alarm sound (which, due to it feeling like a countdown, previously had the potential to catch players off-guard when the missile launched before the third ring).
- During his charge shot attack, Wolf Armor Serpentine will face toward the player to better indicate that the shot is going to head toward them.
- Wolf Armor's claw attack now has a brief windup (with a longer windup during his final sneak attack).
- The timing for Wolf Armor turning to face the player in the middle of the claw attack has been slightly adjusted such that it should now be easier to dodge his claw attack by guarding it while moving in the opposite direction. Conversely, to make the claw attack more threatening from great distances, Wolf Armor will travel further with each swipe if the player is far enough away (roughly one-third of the arena). However, he will not do this during his sneak attack.
- During Wolf Armor's laser attack, the player will have a little more time (roughly 10 more more frames) to react when the lasers appear. Additionally, when he does the hovering version of the attack, he will move slightly slower and wait slightly longer (about 15 more frames) before beginning to aim.
- There is now an extra delay after Wolf Armor fires his charge attack before he moves to his next attack, to help avoid situations where the charge ball and the following laser attack would overlap in particularly difficult-to-avoid ways.
- To compensate for him being generally slightly easier to hit, Wolf Armor's health has been slightly increased (150 to 165).
- The camera will now moderately follow Serpentine in both of his phases in Snowfields.


Globe Opera 2

- It is now possible to cancel the forced guard effect from teleporters into another guard.


Auditorium

- BFF2000's rival holograms now deal damage to the player as intended.
- BFF2000's body now deals damage during its lance attack.
- The active time of BFF2000's dash laser has been reduced by 30 frames.
- BFF2000's HP has been reduced from 320 to 280.
- Fixed an issue where a checkpoint pop-up would appear after completing Auditorium.


Palace Courtyard

- Changed the lowest bridge terrain pieces from platforms to solids to prevent the player from accidentally falling through it on rare occasions.
- Tightened borders and camera hotspot in the subway arena; same changes translated to the Battlesphere Duality's arena.
- Tweaked cutscenes, setting SFX and VA to their proper channels and cleaning up animation events that were causing characters to have jittery transitions.
- Extended the night skybox in the courtyard proper to fill the space left empty at the very top.
- Moved and shrunk a contingency Exit Zone on the bottom of the base stage that could unintentionally teleport the player back to the ground if they manage to go too high in the courtyard proper; installed an additional pusher on top.
- Tweaked Hijacked Police Car script's behaviour to stop it from sliding across the ground after being destroyed in rare cases.


Tidal Gate

- Fixed camera hotspots and pushers in Shell Growth's boss arena to fit the playable space tightly around the camera's borders and to fix the camera unable to scroll to the right where the Star Card is after the boss is defeated; same changes translated to the Battlesphere Shell Growth's arena.


Paradise Prime

- Added new collisions and adjusted existing collisions to make platforming around the hub less awkward.
- Fixed typo: Pedro saying *Kumasta* instead of *Kumusta* in his greeting line.
- Fixed typo: Lola saying "In truth: the tower is a *giant's* magnet, harnessing the power of ...".


Sky Bridge

- New background trees in the beginning segment now should visually smoothly rise from the ground instead of popping on the horizon, and the trees should now populate more uniformly across various target framerates.


Nalao Lake

- Slightly adjusted terrain to prevent a specific enemy from interacting with it in an unusual way.
- Activating the last of the three combiners now gives the player some invincibility time to prevent them from dying before the cutscene starts playing and bugging out the subsequent segment.
- Fixed a few minor enemy collision issues.


Ancestral Forge

- Fixed a small visual issue with one of the keyfish.


Diamond Point

- Minor adjustment to prevent potential collision issues.


Inversion Dynamo

- It is now possible to cancel the forced guard effect from teleporters into another guard.
- Receiving teleporters will no longer teleport the player if they stay overlapped for too long; instead, the destination teleporter will wait for the player to stop touching it before it can teleport them again, preventing issues where the player could be potentially softocked.
- Teleporters have been slightly adjusted so that their boost works as intended when the player is grounded. Other small changes have been made to help make the teleporters behave more smoothly, including camera movement tweaks.
- Minor adjustments to enemy arrangement.
- Fixed some small typos in the pre-boss cutscene.


Merga

- Supermoon health segments should now be properly aligned within the healthbar.


Weapon's Core

- Attempted to fix the boss weakpoint deactivating, presumably from being damaged too much before the healing phase, making the boss unable to receive damage.
- The projectiles in the boss's bullet ring attack now precisely match the warning for the attack.
Mar 13, 2023
Freedom Planet 2 - SpaceyBat
Hello Avalicians! A new update is ready that fixes a couple of oversights from today's earlier update. Thank you for the reports!

- Fixed the sparring and training menus from softlocking the game due to lacking the new rank icons from the Battlesphere.
- Falling KOs are once again disabled in several Battlesphere arenas where they were temporarily turned on during debugging.
Freedom Planet 2 - SpaceyBat
Hello Avalicians! We have released another patch that adds ranks to the Battlesphere menu for each challenge, adds new visual options to help reduce motion sickness in certain areas of the game, further balances the difficulty of the secret level, and includes other fixes and quality of life changes.

Thank you so much for your continued feedback and reports! We're planning another round of fixes this year ahead of the release of the console versions of the game. We'll keep you all updated!

General
- Best ranks in battlesphere challenges (courses, arenas, and bosses) will now be displayed in the info panel for each challenge (certain challenges do not store your best rank because it's irrelevant)
- A specific ambiance used in cases including the final boss arena (Cutscene_Rumble.ogg) has been slightly modified so that it now loops without clipping.

Display
New options have been adding to the Display Settings for reducing certain instances of background motion and reducing screenshake effects. Aimed at making the game easier to play for those who feel certain effects of motion sickness, the BG Motion option comes with three different settings - Full, Reduced, and Minimal - which affect movement of background elements in several specific cases.
If the player sets the option to "Reduced":
- The reverse background scrolling in The Battlesphere and Globe Opera 2 are swapped to a more standard parallax background scroll.
- Storm Slider's boss arena (both in Lightning Tower and in The Battlesphere) will no longer scroll the background.
- The Rotating Cylinder BG in the Bakunawa Fusion arena in Weapon's Core will move at 1/5th its normal rate.
If the option is set to "Minimal", the above changes will be present, and:
- The BG in the cruise ship section in Shenlin Park will not scroll.
- The BG in the Wolf Armor arena in Snowfields will not scroll.
- The BG in the subway section in Palace Courtyard will scroll very slowly.
- The BG trees in Sky Bridge's chase section will have their speed cut by 40%, and they will also display at a significantly reduced opacity.
- The Rotating Cylinder BG in the Bakunawa Fusion arena in Weapon's Core will be stationary.
- The mass of floating rocks that appear in the background partway through the fight in Diamond Point will disappear altogether.

Results Screen
- Several visual adjustments have been made to help clarify the thresholds for each rank and how the ranking system works in general, as well as to make obtaining the highest ranks a bit more satisfying.
- When the player achieves a Perfect Run, a panel showing the No Hit Bonus will now appear on the results screen. For the sake of clarity, a Perfect Run will also now grant a 25% bonus to crystals (this bonus previously only affected rank).

Neera
- A new grinding animation has been added for when Neera mounts a rail under specific conditions.

Shade Armory
- Attempted a fix for an issue where the player could potentially end up on the wrong collision layer going into the boss fight with Syntax Spider.

Diamond Point
- The color of the rocks in the background has been slightly darkened and their opacity very slightly reduced to improve visibility of both the stage and other, dangerous rocks.

Bakunawa Rush
- Fixed a softlock in which the player could climb a wall and get stuck outside of the level boundary.

Clockwork Arboretum
- Fixed a softlock in which one of the elevator doors would not lock properly, potentially causing the player to escape the elevator shaft and be unable to get back in.

Weapon's Core
- The stealth meter now shakes intermittently while the player is in danger, to make it more visible to those unfamiliar with the mechanic. Additionally, the radius in which it can spot the player has been slightly reduced from 180 to 160.
- Adjusted the movement timing of circuit sparks; Sparks approaching a closed circuit will slow down, speeding back up when the player opens that circuit. All circuits in the level have had the speed of their sparks significantly increased, meaning that players will have more time to reach each circuit, while also needing to spend less time being stationary.
- Assist characters will now wait either until the boss has completed one cycle or until it heals before they come in.
- The timing for Assist Neera's appearance has been adjusted to more reliably hit the boss.
- The trajectory of the boss's bullet ring attack has been slightly adjust to match more closely with the warning it emits.
- Fixed an issue where assist characters would sometimes appear during the cutscene.
Freedom Planet 2 - SpaceyBat
Hello Avalicians! We worked with Makeship recently on an adorable plushie of Merga, which is available for purchase for the next 11 days!

Here is a link to our campaign page if you are interested:

Merga Plushie on Makeship



Your support is what helps us make cool merchandise like this, so thank you all so much! In the meantime, we are still working on updates and we will let you know when the next version of the game is ready. Cheers!
Freedom Planet 2 - SpaceyBat
Hello Avalicians! Today's update addresses some lingering bugs and inconsistencies, makes Carol's Wild Claw and Neera's icicles stronger, and also makes adjustments to Milla's damage values to make the Super Shield Burst a more viable option for bosses.

In prior versions, Milla's Cube Blaster damage output encouraged rapid button presses, and several players have mentioned to us that this can cause hand pain with repeated use, so it is now more viable to alternate between the Cube Blaster and Super Shield Burst for maximum damage output. The changes should be small enough that it won't affect how standard enemies are fought. As always, thank you for your feedback!

General
- Fixed the star card requirements in Classic mode's item shop being off center due to the introduction of a new item in the last patch.
- Player-taken damage from big explosions now doesn't stack.
- Traumagotchas now should retain their original Activation Mode after attacking.
- Added more variables that should be refreshed when creating new Stinger Bombs; this should fix Shockwaves created by the Stinger Bombs sometimes not appearing due to stale height offset spawning them too high above or too low into the ground.

Carol
- Wild Claw damage increased from 4 to 5.

Milla
- Cube Blaster shots now have damage scaling based on the size of Milla's cube in a similar manner to her Super Shield Burst. This makes the first 5 shots from a cube do the most damage, with damage progressively decreasing after that.
- Super Shield Burst damage scaling increased from 5-7-10 to 7-10-13.

Neera
- Sniper Drive icicle damage increased from 3 to 4.

The Battlesphere
- Gat Hogs that had been half-broken now should retain their original Activation Mode, which should prevent any arenas from round advancing in cases if there are only half-broken GatHogs remain and all of them are deactivated due to being too far offscreen.

Robot Graveyard
- Fixed Monster Cube's laser being instantly fired right after transforming into Moth form on any transform, for real this time.

Snowfields
- Classic Mode now starts the stage with a short skippable intro cutscene; The fight with the boss starts immediately after. This should now have functional parity with Adventure Mode variant of the stage.
- Serpentine's missile projectile now deals its contact damage that is equivalent to the damage of the big explosion that the missile creates.

Sky Bridge
- Kalaw should no longer put KO'd players into a zombie state after his own defeat.

Gravity Bubble
- Adjusted the starting position of the item that spawns with Powerup Start so that it's not floating high in the water.

Bakunawa Rush
- When the Items to Bombs brave stone is equipped, the water shield crystal at the start of the stage is now coded to disappear instead of turning into a bomb. It should now be possible to achieve a no damage run on this stage with Items to Bombs equipped.

Clockwork Arboretum
- Introduced a quick fix to Camera Hotspots to fix an issue when the player could not properly see the floors and ceilings on floor 6 if they move fast enough to trigger the camera zoom out.
Dec 25, 2022
Freedom Planet 2 - SpaceyBat
Good afternoon! We've pushed out a quick hotfix to 1.1.9r that fixes an underflow error in Classic mode's item shop caused by the addition of the new item. Thanks for letting us know about it so quickly, and happy holidays again!
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