Full notes
Full Veil Walker update
Read the full published notes in a cleaner layout. The original post stays linked below.
What changed
- Fixes
- Gameplay
- Maps
Veil Walker changes
Another short update to keep people informed on what has been happening recently. Since the last update, a lot of the under the hood items, particularly around networking and steam has been resolved (at least in a first instance). Work has been able to shift back to more creative items.
Core Systems
Steam Testing: Lots more testing in this space and bug fixes.
Skill Tree: The skill tree’s appearance has been completely overhauled, with animation and node states being used to update how they are displayed to the user. You can see the below video to get an idea of how it now looks.
World & Environment
Object Fading: Foliage and large objects that block the view of the player’s character now can be faded so that you can still view the character. This is still being fully implementing across all existing objects where applicable.
World Corruption Scaling: Work is underway on a system that scales the appearance of the world depending on the difficulty / level of corruption that the player is currently playing in. The system has been developed, however the objects themselves and such now need to be made and placed in maps still. This will then replace the maps you may have previously seen.
Player & Enemies
- SkillsA number of new skills have been added. You can find some short clips of these and previous skills at Youtube Shorts
- First Unique Item AddedOur first unique item has been added, changing the effect of one of the skills.
Host (Boss) Lairs: Host lairs have been implemented into the hunt system. With players required to defeat all lesser bosses, before unlocking and transporting to the Host’s Lair for the boss fight. The Lairs themselves are still a work in progress.
Other
Bug Fixes: Various bug fixes and improvements.
Source
Changelog.gg summarizes and formats this update. How we read updates.
