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
- Gameplay
- UI and audio
- Events
- Balance
- Performance
INTO EVIL changes
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
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