Build V0.1.580
Published 10:28AM 09-11-2026
Gameplay and presentation
- Added protection against camera clipping through walls while listening to parchment narration.
- Added additional audio variants for “You’ve Come Far.”
- Refined the opening sequence.
- Adjusted the chase speed of skeletal warriors during onboarding.
- Updated the geometry of Shimmering Halls.
- Added pipes to puzzles to reinforce their mechanical appearance.
- Rebaked lighting.
Loot and narrative progression
- Addressed the missing Rogue’s Remains narrative flag after looting the corpse.
- Updated DeadRogueHint to deactivate when the flag is awarded, including when completed state is restored on load.
- Added the optional NarrativeLootTrigger component, supporting:
- - Any item removed.
- - Any item from a specified collection looted.
- - All items from a specified collection looted.
- Added persistent loot-objective progress across saves and visits.
- Added deferred narrative awards: completed loot objectives remain pending until narrative requirements permit the flag to be awarded.
- Grab bags now retain their source’s GUID through spawning, saving, and loading.
- Preserved compatibility with existing loot save records.
- Removed temporary loot handling from StoryNodeTrigger and the unused spawner loot-event relay.
Triggers and trailer capture
- Prevented disabled trigger sensors from processing trigger callbacks or being reactivated by pending scene-ready callbacks.
- Updated trailer mode to skip scene background music and ambient-track playback while keeping the audio players available for other sounds.