Update 0.4a - The Big Brain Update - is Now Live!
[h2]Key changes:[/h2]
[h3]AI changes:[/h3]
[h3]Stealth Changes[/h3]
[h3]Parry Changes[/h3]
[h3]Codex Changes[/h3]
[h3]Other Changes:[/h3]
- Enemy AI has been significantly improved (see below)
- Item durability has been removed from the game
[h3]AI changes:[/h3]
- Enemies avoid hazards and navigate levels much more consistently
- Spell effect zones now impact enemy pathing/avoidance
- Enemies may now avoid committing to attacks while a hazard/barrier is between them and their target
- Enemies detect and react to threats more consistently
- Enemy speech barks have been revised
- Human enemies are now more vocal about their internal understanding of the world
- Certain enemies can now partake in "activities" while not in combat (patrolling, etc)
- Characters in the prologue now are connected to the full AI system/path more intelligently
[h3]Stealth Changes[/h3]
- Sneaking is now more consistent / intuitive (may still need tuning though, I'll watch for feedback)
- The AI Vision/Hearing systems has been revised
- Entities now take a brief period of time to react to sounds
- Once alerted, enemies will search for enemies/threats
- There is now a "visibility" indicator while stealthing that indicates how much light is on you
- Undisciplined enemies now can have an explicit "startled" animation+shout when they are alerted
- Startled enemies can now alert nearby allies to their perceived threat
- There are now various popup tutorials about stealth and how light/sound affect it
- The "Shadow's Veil" cloak now actually makes you harder to see while stealthing
[h3]Parry Changes[/h3]
- Enemies stay in a parried state spin for slightly longer + travel slightly slower
- Running/lunging attacks detect if they are chasing a target and, if so, travel for a longer/farther distance to reach them
- There are now tutorials for Parrying
[h3]Codex Changes[/h3]
- The Codex is now available during the Descent
- The Codex's layout has been simplified
[h3]Other Changes:[/h3]
- Dropping carried item is now "hold down on D-pad" on gamepad (instead of Hold A/X + down)
- The Prologue now contains a shortcut gate that can be persistently opened across runs, shortening future runs to the boss
- The "You Decend Even deeper" screen has been removed
- Bosses no longer have on-character speech barks
- Obelisks with directions below now have a blue light (to visually distinguish them from Vitae and link to Maria)
- The "static" first Descent now only lasts for a single run (instead of until you defeat the first boss) - it repeating seemed to be more frustrating than helpful
- The red vitae orbs embedded in the central pillar of nexus rooms can now be shattered for health pickups
- Keybinding now works properly when paused in the Descent
- Every Unity-referencing null-coalescing operator has been removed (these seem the most likely culprit for in-build crashes on entity deaths)
- The game should be able to recover if VRAM issues cause render textures to be wiped