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Into EvilNewsUpdate 0.4a - The Big Brain Update - is Now Live!
In-game event

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

Into Evil · published 10 Sep 2023, 01:46 UTC

All newsPlayers around this dateRead on Steam

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
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