"Well well, what a mess" (red for contrast)
Always a good reason to add more crispy stuff (version 10.9.0):
Debugged some places here and there (colliders, invisible walls)
The legged sentinel have been reworked in the last area, avoiding useless frustrations
Improved save/load for better sentinels behavior predictions
Polished contrast between using/not using the torch (increased penumbra light to still be able to see in very dark places)
Sentinel in glasshouse should not be able to "leave the place" anymore, otherwise yielding soflock
Have fun!
Arkitek
