- Paintball is back. Grab the paintball gun, pick teams or free-for-all, and go paint each other. Rounds run solo too if you just want to practice your aim.
- Dynamite now takes the toys with it. Balls, eggs, marbles, pin racks, trampolines, anything caught in the blast goes the way of the dirt.
- Lit dynamite inside a blast now goes off too, so a line of sticks rolls through one after another instead of the first one quietly deleting the rest.
- The spawn gun starts loaded with dynamite.
- A heads-up chip appears if you end up stuck below the world: after a couple of seconds it tells you R gets you back to solid ground.
- Sculpting near water got a lot faster. The pass that keeps lakes and rivers sitting level after a stroke used to re-check the whole map every time; now it looks only at the ground you moved and the water it touches, so a shoreline edit runs in a fraction of the time on your game and your friends'.
- Paintballs fly twice as fast now, so shots go a lot farther and you barely have to aim high at mid range.
- Dasher checkpoints are spread out more. Courses run longer with the same checkpoint count instead of feeling packed together.
- The dynamite blast is audible from a sensible distance now, and a burning fuse carries far enough to be a warning. Both were being played at a whisper past a couple of metres.
- Smoother frames near big water builds and in busy lobbies, and the hotbar's spinning toy preview no longer quietly renders a whole extra scene every frame.
- Fixed players falling through the world in larger worlds. To keep the frame rate up, tiles far from every player have their ground collision switched off, and a bug meant it never switched back on when you returned. Any tile that went out of range once stayed a hole for the rest of the session, so walking back onto it dropped you straight through. Collision now restores every time.
- Dynamite you throw as a guest finally counts for you. Boom Time, Demolition and Big Bang were stuck at zero for anyone playing in someone else's world, because every blast was being credited to the host instead of the person who threw it.
- Lakes and ponds have clean shorelines again. A pool-edge effect that shipped alongside the waterfalls was ringing every bank with thin vertical strips of water standing above the surface. Real waterfalls are untouched and still pour the way they did.
- Round horns, countdown beeps, and the rest of the mini game cues now play at their tuned volumes. They were blasting the original full-volume takes and ignoring the mixer settings.
- The toy box and building menus were quietly printing a file error to the console every second for art that ships in a later patch. They check first now and stay quiet.
- River sounds are taking a break this patch. One lone ambient noise in an otherwise quiet world read as odd, so rivers go quiet until the full ambient soundscape lands in the next update.
- Terrain edits made live in a running world (brush strokes, dynamite craters) do not reach friends who join afterward until the world regenerates. Everyone present at the time sees them fine.