Full notes
Full Witchinour update
Read the full published notes in a cleaner layout. The original post stays linked below.
What changed
- Gameplay
- Maps
- Fixes
- UI and audio
Witchinour's base resolution has been increased
The game's old camera implementation has been replaced with a static camera
Analog aiming has been improved
Analog movement has been improved
Crosshair visibility has been improved
Reworked map generation
The base minimum and maximum map size has been increased slightly
The increase to map size based on how far into the game the player is has been increased
Maps generated now have a much lower chance to contain long, narrow paths
Enemy spawning has been changed to reduce the chance that the player starts in an unsafe situation
Pause screen is now transparent
Default player movement is less slippery now, making Fancy Footwook less of a must-have upgrade
Fixed a bug that was causing the player's wand to be rendered at the wrong depth in controller mode
Fixed a visual issue with the game over and area name HUD text
Source
Changelog.gg summarizes and formats this update. How we read updates.
