Changes made in revision 7953:
Camp Spumans is located on a hill in a mountainous region. The terrain drops steeply on the south and east sides.
The defense consists of two large thermal turrets and an ice turret in between. The thermal turrets only activate 3 seconds after entering, but remain active for 30 seconds after exiting. This delay can be used tactically because it means the turrets can deliver firepower even when you are busy with something else. The ice turret still requires your presence though.






The new camp has some very steep regions and I noticed the spider AI struggle with that. I was able to locate and fix the issue in the code. A side effect is that it is now a little easier for spiders to overcome obstacles such as trees and rocks, so watch out.
The camp network generator occasionally offers only one battle in Doomsday mode. That's okay in my opinion, but it happened more often than it needed to. I've revised the algorithm in a way that makes this situation less likely, especially near the beginning of a journey. In addition, the generator now limits the number of battles to 5, so that choosing one doesn't become tedious.
Phasing arcs now cast light on terrain and character model. Additionally, projectiles and hover effect now light the character model in a more refined way, but this is probably only noticeable on dark maps (like Temporis or Nubium).
Jumping while sliding looked like it would grant forward momentum, which it's not supposed to. I thought there was a bug in the movement control logic, but it turned out to be just a misleading camera trajectory. I've fixed that now.
I noticed that very large spiders dying occasionally created debris that was too big for the physics system to handle convincingly. So, I've limited these chunks to a more reasonable size. I think spider explosions generally look better now.

Watching some gameplay footage on YouTube made me realize that people seem to get the wardrobe wrong. Basically, you should put as many items in the wardrobe as possible in order to activate their skills. You can wear a subset of those items, but that's a purely cosmetic choice. So, if you've got unused clothing in your inventory and empty space in your wardrobe, you'll now a see a hint show up that explains these things.