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Update 0.4a - The Big Brain Update - is Now Live!

Key changes:


  • Enemy AI has been significantly improved (see below)
  • Item durability has been removed from the game

AI changes:


  • 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

Stealth Changes


  • 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

Parry Changes


  • 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

Codex Changes


  • The Codex is now available during the Descent
  • The Codex's layout has been simplified

Other Changes:


  • 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


[ 2023-09-10 01:46:50 CET ] [ Original post ]



INTO EVIL
Mind's Eye Games
  • Developer

  • Mind's Eye Games
  • Publisher

  • SOON
  • Release

  • Indie RPG Adventure Singleplayer Multiplayer Coop EA
  • Tags

  • Game News Posts 11  
    🎹🖱️Keyboard + Mouse
    🎮 Full Controller Support
  • Controls

  • No user reviews

    (0 reviews)


  • Review Score

  • http://app.c-supply.nl
  • Website

  • https://store.steampowered.com/app/1893440 
  • Steam Store

  • STEEL THYSELF, AND DESCEND!

    The servants of T̴̨̈́h̴̛͉e̷̦͌ ̷̡́I̷̫̐ń̵̦v̸̢̈́e̷͇͐r̷̩͋ẗ̷͈́ḛ̸̽d̵̬̆ ̵̀ͅT̶̖̈́o̵͎͋w̶̹̾e̸͎͊r̷̬͝ venture forth each night, dragging the meek and fearful from their homes down into the Tower's abyssal depths, never to return.


    It is up to you to brave the dangers beneath the earth. Up to you to slay those behind the horror.

    To descend ever deeper... INTO EVIL.

    A Modern Old-School Roguelike

    INTO EVIL is a modernized take on classic games such as ADOM, NetHack, and Diablo.

    But what does that actually mean?

    THINGS INTO EVIL IS NOT:
    • It is not Turn-based: Gameplay is real-time, with fast-paced, physics-based action combat!
    • It is not Grid-based: Instead of navigating a bunch of squares, the dungeons of T̴̨̈́h̴̛͉e̷̦͌ ̷̡́I̷̫̐ń̵̦v̸̢̈́e̷͇͐r̷̩͋ẗ̷͈́ḛ̸̽d̵̬̆ ̵̀ͅT̶̖̈́o̵͎͋w̶̹̾e̸͎͊r̷̬͝ conform to their own arcane geometry.
    • It is not ASCII: Experience the wonder of actually seeing what is happening in-game!
    • It is not Stat-based: Classic RPGs often have many different character attributes (Strength, Dexterity, etc) that are used to define character builds. Into Evil instead presents abilities that are more directly part of gameplay!

    THINGS INTO EVIL IS:
    • Deadly: Every enemy is a threat, and when death comes it is permanent. The cycle begins once more, and the dungeon will reset.
    • Dark: Light, vision, shadows and more; what you can see is a core gameplay mechanic!
    • Reactive: Many systems work together to make the world of INTO EVIL feel alive! Sneak around the unwary, burn or freeze foes, manipulate light and shadow, control the minds of enemies, summon abominations to aid you in battle, and more - the clever and dedicated will always find ways to prevail!
    • Rewarding: Find powerful artifacts and abilities to build your hero into a titan of power!
    • Multiplayer: Up to four friends can face the horror together, or battle each other in the arena!

    https://store.steampowered.com/app/1893440/INTO_EVIL/
    MINIMAL SETUP
    • OS: Anything up-to-date
    • Processor: Like pretty much anythingMemory: 2 GB RAM
    • Memory: 2 GB RAM
    • Graphics: Like pretty much anything
    RECOMMENDED SETUP
    • OS: Anything up-to-date
    • Processor: Like pretty much anythingMemory: 2 GB RAM
    • Memory: 2 GB RAM
    • Graphics: Like pretty much anything
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