Hotline Miami x Dark Souls. Greatswords, demons, miniguns; up to 4 players. You are not prepared.
Welcome back - have a fresh update! This one has taken a bit, but I promise the wait has been worth it!
[img]{STEAM_CLAN_IMAGE}/42626362/569e9a724f675304016d703e8711cb207949b905.png[/img]
[h2][b]Key changes:[/b][/h2]
[list]
[*]The Inverted Tower's depths are now much more interesting! (No spoilers!)
[*]The guaranteed "first dungeon" is now different.
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[h3]Dungeon changes:[/h3]
[list]
[*]Many more dungeon pieces fit together, resulting in less predictable and denser-feeling layouts.
[*]Chests no longer trap characters/effects that are not supposed to be in them
[*]In the second level of the Prison, the exit should much more reliably be far away from the start.
[*]Stabbing attacks, projectiles, and similarly less-physical objects can pass through iron bars/grates and other "porous" obstacles. Enemies take advantage of this.
[*]Bonfires in the dungeon now emit more light.
[*]Enemies now path around tables.
[*]Doors no longer open to a full 90 degrees, making things become trapped by them less frequently.
[*]Knight-Wardens now hold Pikes less frequently.
[*]Giant Rats are now more deadly.
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[h3]Tutorial / HUD changes:[/h3]
[list]
[*]Popup tutorials are now less intrusive when they appear but accumulate in the bottom right of the screen.
[*]Now, when popup tutorials are "opened" via the Start button, they pause the game and appear as "info" windows in the center of the screen
[*]Popup tutorials now display an image that adds context.
[*]Picking up an item in a non-standard hand is now more intuitive.
[*]The prompt that explains how to swap back after auto-stowing an item on pickup now also indicates how to drop items.
[*]The Prologue now more clearly indicates how to drop an item in a specific hand.
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[h3]Other changes:[/h3]
[list]
[*]Updated Unity version to 2023.3.21f1.
[*]Updated pathfinding library to latest version.
[*]Updated dialogue library to latest version.
[*]Sounds no longer play when offscreen by a sufficient margin, and their volume is always correct.
[*]GradualChangeFloatVal no longer causes extraneous error logging due to object inaction.
[*]Lightmaps can now contribute to the detected light level on entities.
[*]"Manaforged" arrows generated by "Producing" bows now deal 2 damage instead of 1, making them more viable.
[*]Various other visual tweaks and enhancements.
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