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

INTO EVIL

Hotline Miami x Dark Souls. Greatswords, demons, miniguns; up to 4 players. You are not prepared.

[h2][b]Key changes:[/b][/h2] [list] [*]Enemy AI has been significantly improved (see below) [*]Item durability has been removed from the game [/list] [h3]AI changes:[/h3] [list] [*] 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 [/list] [h3]Stealth Changes[/h3] [list] [*] 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 [/list] [h3]Parry Changes[/h3] [list] [*] 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 [/list] [h3]Codex Changes[/h3] [list] [*] The Codex is now available during the Descent [*] The Codex's layout has been simplified [/list] [h3]Other Changes:[/h3] [list] [*] 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 [/list]