Full notes
Full INTO EVIL update
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What changed
- Maps
- Gameplay
- UI and audio
INTO EVIL changes
Salutations from the dungeons, o delvers!
Once again, I bring you a fresh content update for INTO EVIL! This one spices up ranged combat quite a bit!
Visual Changes
All worn equipment sprites now have normal maps, making them appear much more cohesive with their environment. (Stay tuned for further improvements to lighting in a future update!)
Ranged Combat Changes
Several new weapons have been added that can be thrown at foes: Hatchets, Javelins, Discus Shields, and Tridents!
Weapons can now receive the “Hurling” modifier, which allows them to be thrown.
Ranged weapons can now drop with a mod that makes their projectiles home towards targets.
The Aim spell now makes affected projectiles home in on targets.
Ranged or thrown weapons can now drop with a mod that makes launched reusable projectiles automatically return to you. (This can hit enemies from behind if used precisely!)
Other Changes
The Halberd and Bec de Corbin “heavy stab” attack can now pass through grates.
Item modifiers that grant melee status effects now also apply to ranged attacks (and vice versa), making weapon modifiers more consistent. (For example, a Longbow of Cinders will now set enemies on fire when they are shoved, and a Hurled Longsword of Frost will chill enemies when thrown at them).
The Veteran’s appearance has been adjusted to better match his portrait.
Items with injected sub-objects (for example, sources of magical radiance) now also maintain such effects when on the ground (or while thrown).
Pikes and Lances now require great strength to dual wield.
Items that fall into corners/alongside the edge of walls are now gently repelled, making them more reliably visible.
Next up: Stealth and AI improvements!
Source
Changelog.gg summarizes and formats this update. How we read updates.
