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Steam News10 September 20232y ago

Update 0.4a - The Big Brain Update - is Now Live!

Key changes: Enemy AI has been significantly improved (see below) Item durability has been removed from the game AI changes: Enemies avoid hazards and navigate levels much more consistently Spell effect zones now impact

In this update6

Full notes

Full INTO EVIL update

Read the full published notes in a cleaner layout. The original post stays linked below.

What changed

0 fixes6 additions5 changes4 removals
  • Gameplay
  • UI and audio
  • Events
  • Balance
  • Performance
changedKey changes:Enemy AI has been significantly improved (see below)
removedKey changes:Item durability has been removed from the game
changedAI changes:Spell effect zones now impact enemy pathing/avoidance
addedAI changes:Enemies may now avoid committing to attacks while a hazard/barrier is between them and their target
addedAI changes:Certain enemies can now partake in "activities" while not in combat (patrolling, etc)
changedStealth ChangesEntities now take a brief period of time to react to sounds

INTO EVIL changes

changedEnemy AI has been significantly improved (see below)
removedItem durability has been removed from the game
changedSpell effect zones now impact enemy pathing/avoidance
addedEnemies may now avoid committing to attacks while a hazard/barrier is between them and their target
addedCertain enemies can now partake in "activities" while not in combat (patrolling, etc)

Key changes:

  • Enemy AI has been significantly improved (see below)

  • Item durability has been removed from the game

AI changes:

  • Enemies avoid hazards and navigate levels much more consistently

  • Spell effect zones now impact enemy pathing/avoidance

  • Enemies may now avoid committing to attacks while a hazard/barrier is between them and their target

  • Enemies detect and react to threats more consistently

  • Enemy speech barks have been revised

  • Human enemies are now more vocal about their internal understanding of the world

  • Certain enemies can now partake in "activities" while not in combat (patrolling, etc)

  • Characters in the prologue now are connected to the full AI system/path more intelligently

Stealth Changes

  • Sneaking is now more consistent / intuitive (may still need tuning though, I'll watch for feedback)

  • The AI Vision/Hearing systems has been revised

  • Entities now take a brief period of time to react to sounds

  • Once alerted, enemies will search for enemies/threats

  • There is now a "visibility" indicator while stealthing that indicates how much light is on you

  • Undisciplined enemies now can have an explicit "startled" animation+shout when they are alerted

  • Startled enemies can now alert nearby allies to their perceived threat

  • There are now various popup tutorials about stealth and how light/sound affect it

  • The "Shadow's Veil" cloak now actually makes you harder to see while stealthing

Parry Changes

  • Enemies stay in a parried state spin for slightly longer + travel slightly slower

  • Running/lunging attacks detect if they are chasing a target and, if so, travel for a longer/farther distance to reach them

  • There are now tutorials for Parrying

Codex Changes

  • The Codex is now available during the Descent

  • The Codex's layout has been simplified

Other Changes:

  • Dropping carried item is now "hold down on D-pad" on gamepad (instead of Hold A/X + down)

  • The Prologue now contains a shortcut gate that can be persistently opened across runs, shortening future runs to the boss

  • The "You Decend Even deeper" screen has been removed

  • Bosses no longer have on-character speech barks

  • Obelisks with directions below now have a blue light (to visually distinguish them from Vitae and link to Maria)

  • The "static" first Descent now only lasts for a single run (instead of until you defeat the first boss) - it repeating seemed to be more frustrating than helpful

  • The red vitae orbs embedded in the central pillar of nexus rooms can now be shattered for health pickups

  • Keybinding now works properly when paused in the Descent

  • Every Unity-referencing null-coalescing operator has been removed (these seem the most likely culprit for in-build crashes on entity deaths)

  • The game should be able to recover if VRAM issues cause render textures to be wiped

Source

Steam News / 10 September 2023

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