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  3. Update 0.8c - The Halls of Hatred Update (Part 2) - is Now Live!

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]
  • 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.