Full notes
Full Mana Gloom update
Read the full published notes in a cleaner layout. The original post stays linked below.
What changed
- Gameplay
- Maps
As a first step towards some randomized play areas, the crypt area in the cemetery will see our first procedural dungeon show up in the next release.
Lots of work has gone into integrating a wonderful third party asset, Dungeon Architect. It is now deeply tied into the core code base. The hope is that it will also come into play with some of the open world areas as well, but that's still in the concept phase.
A secondary effort that was required to support these dungeons is a completely reworked checkpoint system. From the user point of view, things will be fairly similar. Checkpoints will still be unlocked, and teleported between.
What's new is session persistence. If you have cleared an area, teleport away, then teleport back, those creatures will still be cleared. This was important so that when you go into the crypt/dungeon, then return to the main map -- all of the creatures won't suddenly respawn and ambush you at the entrance.
If you do want to reset all of the creatures, you can return to the main menu, and continue your game. The session will refresh and you'll have a full set of enemies to vanquish.
Oh, and one more little thing. Sneak peek below. Coming soon...
Source
Changelog.gg summarizes and formats this update. How we read updates.
