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INTO EVIL Update 1.2ea - The Shattering Blow Update

[p]Once more take heed, dungeon delvers! I am happy to report that the second content update for INTO EVIL is now out!

It's main addition (as previously mentioned) is: Mighty Weapons![/p][p][/p][previewyoutube][/previewyoutube][p]These giant implements of death are difficult to use, but can crush through deadly foes with overwhelming force. But that is not all - read on for the patch notes![/p][p][/p][p]Key Changes:[/p]
  • [p]“Mighty” weapons have been added to the game! These exceptionally large armaments require a free hand to wield properly (or supernaturally great strength to wield one-handed) but are tremendously powerful.[/p]
  • [p]Another new character- the Barbarian - is now unlocked when you defeat a run. She is a powerful warrior who begins with a greataxe, and can wield mighty weapons with one hand. Unfortunately, she cannot read![/p]
[p]
[/p][p]Combat Changes[/p]
  • [p]Some enemies now wield mighty weapons against you (or have their existing weapons adjusted to have updated movesets).[/p]
  • [p]You can now discover items that grant great strength, enabling the wielding of mighty weapons with one hand.[/p]
  • [p]Claymores and morningstars now require great might in order to dual wield them, but also cleave through foes while dual-wielding.[/p]
  • [p]Punches no longer easily cause stunlock loops, but can be wound up to deliver stronger blows that inflict damage. When you possess great strength, your punches are even stronger and deal more damage.[/p]
  • [p]Vigor recovery is now paused during vigor-consuming dual swings.[/p]
  • [p]When knocking foes away with spellbooks, you can now hold down the button to release a stronger swing that will not rebound off a target.[/p]
  • [p]While bleeding, you can now staunch your wounds (and prevent the damage and exhaustion it causes). However, this will prevent you from acting in combat.[/p]
  • [p]The “far stab” move on Pikes now consumes 1 vigor when used.[/p]
  • [p]Items enchanted to burn, chill, or shock foes now only impart the status effect and no longer also change the weapon’s damage type. This is on average a (slight) nerf, but makes various interactions more intuitive (for example, a cold shortsword will still chop off a zombie’s limbs).[/p]
  • [p]Torches now only dual wield if you hold two torches (instead of with any club).[/p]
[p]
[/p][p]Bugfixes / Tweaks[/p]
  • [p]New non-mighty weapons have been added to the game, and many existing weapons now have alternate versions and appearances.[/p]
  • [p]Various edge cases in lighting and vision (for example, smoke) now look better.[/p]
  • [p]The Reaper rune now also grants the ability to wield mighty weapons with one hand.[/p]
  • [p]Charged Repulse no longer triggers on the first blow to shock a target, only successive strikes.[/p]
  • [p]Certain item mods now are biased to appear on more relevant item types (for example, a hat is less likely to grant great strength than, say, gauntlets).[/p]
  • [p]Various foes now wield mighty weapons.[/p]
  • [p]Fixed a bug that could happen when igniteable objects had their heat settling down but were disabled.[/p]
  • [p]The Demon of Flesh no longer slowly regenerates, and the cooldown on its tail swing has been increased.[/p]
  • [p]The time window that allows early button presses to still trigger actions that were prevented (for example, due to finishing another animation) has been slightly extended.[/p]
  • [p]Gates no longer block blasting wind.[/p]
  • [p]Armor and other defensive abilities (such as Made of Stone) now do not trigger clash SFX against “aura” and other direct-application attacks.[/p]
  • [p]Sprite batching has been restructured, which should slightly improve rendering performance on low-end devices.[/p]
[p][/p][p]I hope you enjoy the new content! As for next month's update: I hope you are ready for some more magic![/p]

INTO EVIL Update 1.1ea - The Deadly Dance Update

[p]Hello again, dungeon delvers! I am happy to report that the first content update for INTO EVIL is now out!

It's main addition (as previously mentioned) is: Dual Wielding![/p][p][/p][previewyoutube][/previewyoutube][p][/p][p]But that is far from all - I have tried to scour all of your immediate feedback and address as much of it as I possibly could (making these patch notes huge). There are UX improvements, changes to lock-on, to multiplayer, tons of bugfixes and tweaks, rebalancing, and more!
[/p][p][/p][p]Key Changes[/p]
  • [p]Dual wielding has been added to the game! If you hold compatible items of the same “class” in both hands, attacking with the left hand item will incorporate the right hand weapon in its attack combo. This can slay foes swiftly, but is risky - such attacks tend to consume vigor, be slower, or otherwise open you up for counterattack if used recklessly.[/p]
  • [p]A new character - the Rogue - is now unlocked when you defeat a run. She is nimble, quick, and particularly good for parry-centric builds. In addition to a rapier, she begins each run with dual daggers.[/p]
  • [p]Fallen players in multiplayer may now be resurrected by surviving allies. Travel to their corpse and use a Vitae Ampoule to restore their corporeal vessels! If you cannot reach their corpse, you may still return them to life by claiming the Vitae Flame or reaching a rest waypoint.[/p]
[p]
[/p][p]UX / Accessibility[/p]
  • [p]You can now collapse and re-expand the full item details in the On-Player HUD. This allows it to be made much less obtrusive if needed (for example, during combat). To toggle item details, press “Q” on Mouse and Keyboard or click the Right Stick on the controller.[/p]
  • [p]You can no longer manually unlock from targets, as the button to do so now controls toggling item details. (This was previously disabled by default, so the impact to player experience should be minimal.)[/p]
  • [p]You can now remain locked on to a target up to 3x further away.[/p]
  • [p]Controller Lock-on now indicates when you cannot see a target, and takes 3x longer to break lock-on when visibility is lost.[/p]
  • [p]Controller Lock-on auto target switching (refocusing to a new target if they are much closer than your current target) is now disabled by default. (You may re-enable it in the game settings if desired.)[/p]
  • [p]Controller Lock-on now factors in target visibility, preventing you from locking onto targets that your character cannot actually see.[/p]
  • [p]If you wish to attack in a direction other than where you are locked on, you can now hold the right stick in the target direction. After a ~second, your character will face that direction while keeping their current locked target, allowing you to resume facing them at any moment. (This facilitates shattering Vitae globes mid-fight, for example.)[/p]
  • [p]Input is ignored when the game is not focused.[/p]
  • [p]The mouse is now constrained to the game window by default. (This can be disabled in the Options > Graphics menu. Additionally, due to Unity constraints it only functions on PC and Linux builds.)[/p]
  • [p]Color blind filters (Protanopia, Deuteranopia, and Tritanopia) have been added to the game.[/p]
  • [p]An option to add outlines to certain objects to increase their visibility has been added to the game options. This most notably impacts dropped items, but encompasses certain other effects as well (such as moving pools of flame which some players have reported as being difficult to track).[/p]
  • [p]A warning now appears at the entrance of the Descent if you have an existing save that would be abandoned.[/p]
  • [p]Tutorial pings now shut up while actually viewing a tutorial.[/p]
[p]
[/p][p]Multiplayer Changes / Fixes[/p]
  • [p]Leaving the prologue in multiplayer no longer returns you to the “Prologue Player Confirmation” screen, and the player confirmation screen is now more intuitive.[/p]
  • [p]In multiplayer, the per-player color indicators are now a crisper outline (and can now additionally be retained in split-screen by enabling the high-visibility outlines).[/p]
  • [p]Additionally, in multiplayer each character’s starting clothing is now colored to match their selected player color. (This does not apply to any items picked up later.)[/p]
  • [p]Scaling-locked HUD elements now work properly in split-screen when there are multiple differently-sized player viewports.[/p]
  • [p]Resurrected players retain their prior extra vitality, vigor, soul points, and essence traits from Vitae Flames and Soulsear Engines.[/p]
  • [p]Ghost vision now properly provides enhanced senses to deceased players, allowing them to scout more effectively.[/p]
  • [p]Dropped Vitality and Vigor pickups in the Arena function correctly again.[/p]
[p]
[/p][p]Balance Changes[/p]
  • [p]Poise, attack strength, and hit staggering have all been slightly adjusted.[/p]
  • [p]Healing items can be found slightly more frequently.[/p]
  • [p]Magic maps can be discovered slightly more often.[/p]
  • [p]Merchant prices have been slightly reduced for mid-tier items, and you can discover slightly more gold from exploration. Additionally, the merchant shop after the first floor now has generically lower prices due to players not being offered a chance to stockpile gold.[/p]
  • [p]The duration of the Demon of Flesh’s vomiting has been reduced.[/p]
  • [p]The Demon of Flesh no longer summons lightning mines in the later stages of its fight.[/p]
  • [p]The Demon of Flesh and Greaselings now both more visibly indicate when they are contaminated by Blight (and thus will spread it to the player).[/p]
  • [p]Becoming Greased is now more visible, and the effect will now quickly burn off if you are set on fire.[/p]
  • [p]It is now much rarer for keys to be added to the same exact room.[/p]
  • [p]Thrown Fireforged weapons now strictly inflict the same result as striking a foe in melee (instead of having stronger projectiles). Additionally, the range of the thrown dagger has been greatly reduced.[/p]
  • [p]The Momentum ability has been restyled, and now builds up force as you run instead of being applied instantaneously.[/p]
  • [p]The particularly deadly one-armed zombie warriors that can be encountered in ruined passageways have been redesigned.[/p]
[p]
[/p][p]Bugfixes / Tweaks[/p]
  • [p]All effects that should ignite or extinguish open flames now properly do so. (Additionally, some new sources of open flame can now be ignited and/or extinguished by powerful sources of frost!)[/p]
  • [p]The intense burning triggered by Fan the Flames no longer spreads to the player.[/p]
  • [p]Items with multiple “mount points” (ex: gloves and boots with both hands and feet respectively) now properly handle various effect modifiers (for example, emitting magical radiance).[/p]
  • [p]There is now more ambient light in the Priest of Flesh’s boss arena, and some of their moves now shed more light.[/p]
  • [p]Vitae flames no longer slide around.[/p]
  • [p]Astral Projection now properly untethers the source player’s viewpoint, allowing for farther-reaching exploration.[/p]
  • [p]Torches now bop enemies when extinguished.[/p]
  • [p]When you can trigger a manifested ability (such as Frozen Needles) by pressing the Interact button, it will no longer trigger if you have another focused interactable but are somehow prevented from starting the interaction (for example, if you are about to pick up a torch but are actively blocking with your shield). This reduces edge cases where players reported accidentally firing icicles and ensures the displayed interaction prompt is always correct.[/p]
  • [p]Torches on walls are less clustered in the dungeon, and drop less frequently as loot.[/p]
  • [p]Comparing damage values on weapons with the same damage type and amount now properly shows the type name in all cases.[/p]
  • [p]Imbued invocation cooldown indicators are now hidden while the parent object is hidden (for example, while using a Vitae Ampoule).[/p]
  • [p]A subtle glint now indicates when a parry can intercept enemy blows.[/p]
  • [p]Wands now correctly speed up with ranged attack speed modifiers.[/p]
  • [p]A few of the more obvious tutorials no longer trigger during regular gameplay. (They can still be perused in the Codex but will not add to the pings shown to new players.)[/p]
  • [p]Arcane orbs will now resume illuminating for as long as the button is held.[/p]
  • [p]It should no longer be possible to be clipped into stained glass walls.[/p]
  • [p]Swapping items in one hand no longer causes the icons to move slower the more zoomed out the camera is.[/p]
  • [p]Foes with necromantic abilities now only re-summon slain minions (instead of any that are damaged). This has some nuanced effects on encounter difficulty, but should be more immediately intuitive.[/p]
  • [p]Boosting your vigor no longer instantly refills it.[/p]
  • [p]The time it takes to dispel an effect has been doubled, making it harder to accidentally dispel multiple effects unintentionally.[/p]
  • [p]Tower shields now properly block beams and spray attacks.[/p]
  • [p]Certain problematic edge cases that could arise during map generation have been addressed.[/p]
  • [p]Enemies with charge attacks now properly plow through their target.[/p]
  • [p]Summoned minions and freed undead no longer get fixated on trapped prisoners in cells.[/p]
  • [p]Weapon “swoosh” sounds have been adjusted and refined.[/p]
  • [p]A blue glow now highlights the bonfire used to Save and Quit in the rest waypoint, making it easier for players to realize they can utilize it.[/p]
  • [p]It should no longer be possible for enemies to follow you into a boss arena, or for bosses to shove you out of it.[/p]
  • [p]You can no longer fire projectiles and cast spells through solid doors.[/p]
  • [p]The “Use Carried Item” key is now properly rebindable.[/p]
  • [p]Starlight will fix itself if it gets stuck on terrain.[/p]
  • [p]Round shadows now look better as sources of light move extremely close to them.[/p]
  • [p]Clarified some info text on certain items.[/p]
  • [p]The save screen is now properly localized.[/p]
  • [p]Saving and leaving a run on a controller now properly shows the post-save explanation screen.[/p]
  • [p]The sound of an arcane orb revealing its surroundings is now subtler.[/p]
[p][/p][p]I very much hope you enjoy the changes!

Next month, be prepared for another hefty update: Mighty Weapons! Get ready to swing giant greataxes and zweihanders, because two-handed weapons are hurtling your way![/p][p][/p][p][/p]

A week out! And what's next...

[p]Hello brave souls!

The game has been out for a week, and it seems most people are having a good (albeit difficult) time![/p][p][/p][p]Amongst the reactions, I have definitely been hearing a number of common pain points and bugs (and requests for more content from those who have been able to beat the current final boss). Fret not, I'm already hard at work... which brings me to the point:

INTO EVIL is going to have monthly content updates![/p][p][/p][p]The first one, coming early December will be The Deadly Dance Update. It will add:[/p][p][/p]
  • [p]Fixes for the most common and critical issues plaguing players! (Better lock-on! Toggle detailed item overviews, preventing them from obscuring combat! Resurrect allies in multiplayer with a Vitae Ampoule! Color-blind and other accessibility options! And more!)[/p]
  • [p]Unleash your warrior skill with Dual Wielding! (When you have similar weapons in each hand, the left hand's attack combo will become a dual flurry! Each category of weapon has a different dual moveset, allowing for many new strategies - though this playstyle is not without its risks...)[/p]
  • [p]A new character, the Rogue! (A nimble, agile character who is particularly skilled with parries! However, getting hit is particularly painful...)[/p]
  • [p]And many more small tweaks and improvements![/p]
[p][/p][p]I've been hard at work on these new features, but have compiled some previews of this upcoming content! First, take a quick look at Dual Wielding:[/p][p][/p][previewyoutube][/previewyoutube][p]And if you're curious about the Rogue, here's some raw footage of a run through Level 1 of the dungeon with her![/p][p][/p][previewyoutube][/previewyoutube][p][/p][p]Anyway, I gotta get back to work on the update! If you have any issues or feedback, please post about it on the forums here, or in the game's Discord![/p]

Quick Hotfix - 1.01ea

Addressing some small issues players have reported!

  • Fixed not claiming Soul Essence by long-pressing E (on mouse and keyboard).
  • Enabled advancing boss dialog by pressing the Spacebar (on mouse and keyboard).
  • The spear-wielding knight in the Prologue has been replaced by a crossbowman. The Vitae Ampoule he carried has been moved to a new, nearby chest.


Additionally, I want to reiterate that the game has accidentally fully launched when it is supposed to still be in Early Access! 🤦‍♂️ If you are reading this and want to hold off/have accidentally bought the game expecting it to be the final 1.0, feel free to refund it and wait until later!

I'm trying to sort this out with Steam via a support ticket but IDK if that will work :/

INTO EVIL Update 1.0ea - Beyond Torment

[p]INTO EVIL is now available in Early Access! I sincerely hope the game lives up to your expectations.[/p][p][/p][p]This has been a long time coming - I've been working on INTO EVIL for nearly 4 years now (and some of you have been playing a pre-release version for years at this point). To everyone who has been following the game, giving feedback and reporting bugs on the Discord or in the Steam forums - THANK YOU![/p][p][/p][p][/p][p]Anyway, enough of that - let's talk about the changes actually in this big Early Access update![/p][p][/p][p]Key changes:[/p]
  • [p]The entire "Prison" region of the game is now accessible. Perhaps you might be able to defeat its terrible chief warden...[/p]
  • [p]The demo now only contains the Prologue and the first level of the Prison.[/p]
  • [p]The demo now shares a save file with the full game, so if you decide to purchase the game after playing the demo you will retain all your progress! (Unfortunately, this means old demo saves will no longer function!)[/p]
  • [p]Achievements have been added to the game.[/p]
[p]
Progression changes:[/p]
  • [p]Steam should now sync saves across devices.[/p]
  • [p]There are now many more Essence traits that can grow your power.[/p]
  • [p]While resting at bonfires, you can choose to save and suspend your run (allowing you to resume by entering a glowing portal within the Main Hall before starting a Descent).[/p]
  • [p]Mysterious merchants can now be discovered in a Descent. Spend your hard-earned gold on their wares![/p]
  • [p]The Friar can now be found within the second level of the dungeon. Discover and speak with him in order to unlock him for future Descents.[/p]
  • [p]Unlocked characters can now be found within the Main Hall before starting a Descent - speak with them to learn more of their tale.[/p]
  • [p]The items and treasures you can discover have been revised and rebalanced. Perhaps there are new secrets to uncover...[/p]
[p]
Multiplayer changes:[/p]
  • [p]Resting at bonfires between levels resurrects all dead players.[/p]
  • [p]Remote players can now use their mouse and keyboard alongside the “local” player if desired.[/p]
  • [p]When the game thinks you are trying to begin the Prologue with more than one player, it shows a player confirmation screen (allowing you to address accidental extraneous controllers if necessary).[/p]
[p]
Misc changes:[/p]
  • [p]The game now does not pause when focus switches to another application.[/p]
  • [p]Many static level objects are now batched after generation, improving rendering performance.[/p]
  • [p]The “Disable HUD” option now is suspended when the player opens a menu (to facilitate turning it back off).[/p]
  • [p]Torches can now be taken directly from sconces.[/p]
  • [p]Reading notes dropped by enemies is now fixed when playing in split screen.[/p]
  • [p]The Priest of Flesh has been revised.[/p]
  • [p]Many moves, abilities, and spells have been tweaked and rebalanced.[/p]
  • [p]Updated Unity version to 2022.3.62f2 LTS.[/p]
  • [p]Updated pathfinding library to latest version (5.4.4).[/p]
  • [p]Many bugfixes.[/p]