Update 0.8c - The Halls of Hatred Update (Part 2) - is Now Live!
Welcome back - have a fresh update! This one has taken a bit, but I promise the wait has been worth it!

[h2]Key changes:[/h2]
[h3]Dungeon changes:[/h3]
[h3]Tutorial / HUD changes:[/h3]
[h3]Other changes:[/h3]

[h2]Key changes:[/h2]
- The Inverted Tower's depths are now much more interesting! (No spoilers!)
- The guaranteed "first dungeon" is now different.
[h3]Dungeon changes:[/h3]
- Many more dungeon pieces fit together, resulting in less predictable and denser-feeling layouts.
- Chests no longer trap characters/effects that are not supposed to be in them
- In the second level of the Prison, the exit should much more reliably be far away from the start.
- Stabbing attacks, projectiles, and similarly less-physical objects can pass through iron bars/grates and other "porous" obstacles. Enemies take advantage of this.
- Bonfires in the dungeon now emit more light.
- Enemies now path around tables.
- Doors no longer open to a full 90 degrees, making things become trapped by them less frequently.
- Knight-Wardens now hold Pikes less frequently.
- Giant Rats are now more deadly.
[h3]Tutorial / HUD changes:[/h3]
- Popup tutorials are now less intrusive when they appear but accumulate in the bottom right of the screen.
- Now, when popup tutorials are "opened" via the Start button, they pause the game and appear as "info" windows in the center of the screen
- Popup tutorials now display an image that adds context.
- Picking up an item in a non-standard hand is now more intuitive.
- The prompt that explains how to swap back after auto-stowing an item on pickup now also indicates how to drop items.
- The Prologue now more clearly indicates how to drop an item in a specific hand.
[h3]Other changes:[/h3]
- Updated Unity version to 2023.3.21f1.
- Updated pathfinding library to latest version.
- Updated dialogue library to latest version.
- Sounds no longer play when offscreen by a sufficient margin, and their volume is always correct.
- GradualChangeFloatVal no longer causes extraneous error logging due to object inaction.
- Lightmaps can now contribute to the detected light level on entities.
- "Manaforged" arrows generated by "Producing" bows now deal 2 damage instead of 1, making them more viable.
- Various other visual tweaks and enhancements.