Greetings!
A few changes are in this update, mostly focused on Light Aura. The overall goal of this minor patch is to make Light Aura feel more integrated with the gameplay rather than a side mechanic - this feature is the hook, after all, so hopefully this update feels like it.
Harvesting

You can now harvest the scarce light scattered across dungeons for temporary Light Aura! Right now, this system is limited to just Labyrinths (active) Flood Lights, and Buried Desert (lit) temple pillars. The default keybind is F, and all you need to do is look at it. In exchange, its light will go out, and you'll get a small amount of Light Aura + Detection for a brief period of time. Do know that this feature is experimental, and may or may not be removed or evolved soon.
Light Balancing
This update also touches a lot on how weapons and equipment affect Light Aura. Many weapons, pieces of armor, and equipment items that didn't affect your visibility now will in small amounts. Similar to Harvesting, this change is subject to tweaking and/or removal.
Similarly, all Offhand items have been addressed and now provide more Detection than before. This is to reflect a change in the starting Detection: you'll now start at 35% rather than 50%.
Gameplay Changes
Mechanical Bow bonus speed reduced from 0 -> -5.
Mechanical Bow is now post-Green Valleys Floor 2.
Increased Steel Breastplate bonus defense from 10 -> 11.
Starting Light Aura increased from 6 -> 8.
Storm Bow Unleash ability chance increased from 20% -> 50%.
Storm Bow Unleash now uses Ranged Damage instead of Magic Damage, making it more viable for archers.
Increased Crumbler's attack damage from 61 -> 91.
Increased Scorcher's reach.
Increased Sha's Soul attack damage from 23 -> 31.
Made Defense Emblem rarer in Buried Desert Floor 4.
Megaphone bonus defense reduced from 25 -> 15.
Brute Chestplate bonus defense increased from 25 -> 29.
Vial of Blood bonus regen increased from 4/s -> 5/s.
Forest Spirit health increased from 1150 -> 3100.
Forest Spirit defense increased from 32 -> 45.
Forest Spirit attack damage increased from 41 -> 46.
Forest Spirit XP increased from 300-375 -> 375-425.
Charger health increased from 1650 -> 3250.
Charger attack damage increased from 70 -> 78.
Charger defense increased from 20 -> 40.
Charger XP increased from 175-250 -> 350-400.
Wendigo health increased from 5000 -> 5500.
Visual/Audio Changes
Non-boss enemies will now have a list of player-inflicted debuffs above their level.
Sheriff's Magnum gunshot volume multiplier reduced from 1.5x -> 1.0x.
Made enemy health bars thinner.
Updated melee parry sprites.
Fixes
Fixed Skeleton Sentinel's laser speed being dependent on FPS. The speed should now be fair.
Fixed numerical errors with the Detection stat in the potion effect system.
Fixed Labyrinths Flood Lights adding to your Detection even when disabled.
Fixed not being able to retrieve items from The Keeper.
Known Issues
I was under the impression that after v0.5.0 improved the generation system, boss rooms could no longer overlap with regular rooms, causing soft-locks. I was wrong. The overlap has been made pretty rare, but it's still present. I am looking into it and I should have a fix ready in the next week or so.
Take care!
