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Optimization, comfort and teleport improvements.

Hello, everyone. Today's patch brings with it some sweeping performance improvements as well as a correction to some faulty logic for handling climbing and falling depending on your selected comfort settings.

    Additions and Improvements

  • Enemy arrows now use physics to determine their trajectories.
  • Reworked our occlusion culling in some areas to better optimize performance.
  • Retextured the trees throughout the game to have more detailed leaves.
  • Made it a bit easier to perform the task at the Elemental Mastery spell altar, especially for those not using smooth locomotion. The time limit is also more lenient on lower difficulties.
  • The directional attack crystals on the Path of the Swordsman now play an armored sound effect if your slash isn't fast enough.
  • The game's logic for deciding where to place you down when falling/ending a climb with the fade to black comfort setting enabled has been improved to be more predictable and in line with the results you'd expect if not using the comfort setting.
  • Added an extra 1, 2 and 3 seconds to the timing element of the final magic path puzzle on Godly Island on master, apprentice and novice difficulty respectively.

    Corrections and Bug Fixes

  • Corrected some improperly tagged terrain throughout the game that was disallowing teleport locomotion when it should have been possible.

That's it for today's patch, everyone. As usual, we'd like to invite you all to join us on the forums here or in our discord to help shape the development of the game going forward with your feedback. Thanks! Happy adventuring, everyone!