![]() ![]() Fleshy Abominations are now targetable. Making more level features appear in the inspector mode. PIcking up some threads that were started a couple of months ago! We even managed to ‘storify’ a couple more encounters. In addition, more level features can now be inspected in the inspector mode. So in essence, the ‘fog of war’ has become a little thicker but at the same time it is a little easier to push it back. On the other hand, there are many more opportunities to unlock those leads simply by exploring the location. On the one hand you’ll need leads to know about those forces. The most important change for this patch concerns the leads and how they work to reveal forces present on a map location. Adding a new, rare type of hiding place for small items in caves. Adding a new type of ‘rock shrine’ that can help stabilize caves. Certain caves can become unstable when you have been destroying/collapsing too many rocks. Improving the way brittle rock is utilized in caves. Improving the way ‘flame vents’ can be used as a hazard in caves. ![]() Improving the way shallow water and mud can be used in caverns. Improving and adding new varieties of rotating rock gates. Improving the mechanics around small, collapsable passages. Increasing the chance that any level template generates alternative paths. Improvements to the small cave, large cave, and mine templates. The effort is part of making the levels rely less on a single critical path by offering multiple routes and multiple ways of dealing hazards, which will likely be our main focus for the next couple of weeks.Īlthough the effort was concentrated on a small number of level templates, the effects should be felt in most levels that feature caves. This includes most varieties of falling rocks and rotating rock gates you typically encounter in these underground locations. This week we have been dusting off some of the older and common cave features and templates.
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