Change Log
Vanish now prevents damage taken before enabling, if you get hit and vanish is available/out of cooldown
- this means if you take no damage if vanish has cooled down and you get hit by an enemy
- this allows for a more AFK playstyle as you will now be able to take a hit and stay invulnerable for 5 seconds, having time to react
- also works for bosses that would otherwise have one-shot you
Permanent Upgrade window now contains a Stat Information section which describes each Stat in detail
Render pipeline has been upgraded from built-in to Universal Render Pipeline which allows for tweaking performance heavy aspects of rendering and post processing as well as improving graphics fidelity
Render resolution can now be changed in settings for performance increase (<100%) or fidelity increase (200%)
Post processing can now be disabled and enabled through settings
UnholyWater's AcidBlob projectile now forcibly spawns unholy water at target position after 0.2 seconds, if not reached by then in order to ensure always spawning
All lifetime statistics and game statistics can now count up to a higher maximum value (int64/long)
- this would've been an issue for at least total lifetime damage dealt quite fast
Lore trailer 1 now plays after Photo Sensitivity Warning if you've not seen the lore trailer before and is also available to rewatch under Menu -> Cinematics
Fixed an issue where Map names would no longer show up in Map Selection Window
Fixed floor visual gaps in Fire Void
Debug/Experimental
Added experimental Graphics.activeTier setting based on which quality setting you pickAdded a log entry about rendering path, but it's technically not based on the unity setting itself yet, just whether or not you're GraphicsTier.Tier1
Changed files in this update