In this update4
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
- Balance
INTO EVIL changes
Welcome back - have a fresh update! This one has taken a bit, but I promise the wait has been worth it!
Key changes:
The Inverted Tower's depths are now much more interesting! (No spoilers!)
The guaranteed "first dungeon" is now different.
Dungeon changes:
Many more dungeon pieces fit together, resulting in less predictable and denser-feeling layouts.
Chests no longer trap characters/effects that are not supposed to be in them
In the second level of the Prison, the exit should much more reliably be far away from the start.
Stabbing attacks, projectiles, and similarly less-physical objects can pass through iron bars/grates and other "porous" obstacles. Enemies take advantage of this.
Bonfires in the dungeon now emit more light.
Enemies now path around tables.
Doors no longer open to a full 90 degrees, making things become trapped by them less frequently.
Knight-Wardens now hold Pikes less frequently.
Giant Rats are now more deadly.
Tutorial / HUD changes:
Popup tutorials are now less intrusive when they appear but accumulate in the bottom right of the screen.
Now, when popup tutorials are "opened" via the Start button, they pause the game and appear as "info" windows in the center of the screen
Popup tutorials now display an image that adds context.
Picking up an item in a non-standard hand is now more intuitive.
The prompt that explains how to swap back after auto-stowing an item on pickup now also indicates how to drop items.
The Prologue now more clearly indicates how to drop an item in a specific hand.
Other changes:
Updated Unity version to 2023.3.21f1.
Updated pathfinding library to latest version.
Updated dialogue library to latest version.
Sounds no longer play when offscreen by a sufficient margin, and their volume is always correct.
GradualChangeFloatVal no longer causes extraneous error logging due to object inaction.
Lightmaps can now contribute to the detected light level on entities.
"Manaforged" arrows generated by "Producing" bows now deal 2 damage instead of 1, making them more viable.
Various other visual tweaks and enhancements.
Source
Changelog.gg summarizes and formats this update. How we read updates.
