A lot went into this one. This patch is mostly about cleaning up progression, character creation, dungeon flow, skill behavior, and several systems that were working but not quite behaving the way they should.
Improved attribute point allocation so points can be previewed, redistributed, partially confirmed, and banked for later.
Audited and cleaned up skill tooltip numbers, including damage values, cooldown precision, mana costs, next-rank previews, and localization inconsistencies.
Improved ranked mana-cost progression so investing in mana-using abilities properly improves efficiency.
Updated the skill UI to show the exact next-rank mana cost instead of only saying that the cost decreases.
Cleaned up stale skill localization so displayed values stay in line with actual runtime behavior.
Audited quest_broken_seal_fragment to verify its completion flow and required world interaction setup.
Fixed issues with The Hungry Dead side quest, including the corpse objective count mismatch and a broken Hungry Dead target ID.
Reworked character creation into a cleaner step-by-step panel flow with the ability to go back and change earlier choices.
Added a dedicated starting-skill selection screen so character creation no longer has to reuse the normal gameplay Skill Tree.
Added new difficulty artwork/badges for Normal, Hard, and Terror, with the correct badge shown for the currently selected difficulty.
Audited duplicate character-name handling and confirmed Hollow already has separate visible names and internal SaveIds.
Updated character creation so duplicate visible character names can safely be supported without overwriting existing saves.
Revamped enemy spawning across dungeon levels.
Adjusted dungeon scales to improve pacing and layout feel.
Audited the audio system and added the foundation for player-character voice barks, including sex-specific playback, gameplay feedback, dungeon/context triggers, and scene-entry lines.
Added/planned voice hooks for situations like:
cannot equip an item,
not enough mana,
inventory full,
ability on cooldown,
invalid target,
portal restrictions.
Audited and repaired the issue where some skills could snap/teleport the player onto enemies.
Normal targeted skills now preserve the intended ARPG behavior: move into range normally, then execute.
Shadow Step remains the intentional repositioning skill, with safe destination handling so it cannot place the player inside geometry.
Patch 3.2.0 is a pretty broad polish pass, but the goal is simple: make the systems already in Hollow feel clearer, safer, and more reliable without changing what the game is supposed to be.