An update for XENOGROVE has been released. This is a big one!
VISUAL AND LIGHTING OVERHAUL:
Lighting should now be more natural looking overall.
Dungeons now have discrete lighting themes that can be applied to individual dungeons or visual styles (more on this later).
Many shaders for mushrooms and rocks have implemented Ambient Occlusion effects to give more natural looking lighting.
Small microfoliage has been added in certain areas to flesh out the scene.
A number of visual theme prototypes for dungeons have been added. You can see these, if you so choose, in testing dungeons outside of the central town (OZRYN)
OPTIMIZATIONS:
The rock shader has been reworked in a way to offer a slight speedup compared to previous versions.
FINAL BOSS:
The final boss's laser has been reworked. Instead of firing a spinning laser, the boss summons Cavies that shoot lasers in 4 directions.
DYNAMIC WEAPON CROSSHAIRS:
Gone are the dark days of Default Crosshair. Now, your crosshair is determined by a combination of your Receiver, Barrel, and AltFire parts.
Crosshairs also have a bit more dynamic animation, and now scale when recoiling (although they are not meant to be an accurate representation of the weapon's current spread)
VILLAGERS HIGH SCORES:
Every dungeon portal now has a preview of how many villagers you have rescued out of the max number of villagers in that dungeon.
This essentially serves as a high score for that dungeon and will be updated when you rescue more than your previous high.
For now, towns still build up (progress advances) regardless of how or where you rescue villagers, though in the future we are considering making it so that only NEW villagers rescued count toward progress:
so if you rescue 2 out of 3 villagers in a dungeon, you would get 2 villagers worth of progress, and you wouldn't get any more from that dungeon until you rescued all three villagers (and repeating that dungeon wouldn't count for any more villager progress).
MOUNT:
The Mount no longer jitters during movement.
The Mount will now bounce slightly off of surfaces instead of coming to a sudden halt.
MISC:
Vutaris can no longer attack through floors if you are standing above them.
As always, let us know how you're feeling in the comments below.
See you out there!
-Jon Sayer,
Systems Developer
