New unlockable abilities!
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"Knock knock!" (Elaj) uses doors to create distractions
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"Cursed Door" (Trin) guards get stunned every time they open a cursed door.
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"Action Glyph" (Trin) creates a glyph that refills all actions.
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Minor changes to levels to add more gameplay oportunities with doors.
Improved "kill-cam"
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Trin respawns when seen by a guard instead of dying.
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Added short dialogs that trigger when Trin respawns.
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When Trin respawns, scouting progress is lost in the room (no change)
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Rewind can still be used when Trin is caught and will be replenished at the end of the scout phase (no change)
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When a thief is seen by a guard, the guard briefly blink
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When a guard kills a thief, a short animation is played.
Misc
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Add a new options menu for audio settings and scroll speed.
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The camera is now lazier and will only follow a controlled character when they reach the screen's border.
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Improved danger wheel visuals and added a tooltip describing danger level increase effects
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Improved feedback for impossible actions (i.e., Trin trying to loot or use a lever, or any thief trying to use a lever or pickpocket while seen by a guard).
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Improved exterior visuals
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Added sprite variants for chests
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Added a different background color on tooltips for contextual actions (pickpocket, activate, loot...)
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Improved sliders and toggles visuals in all menus.
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Added a "+" icon when several fog-of-war hints are at the same position.
Fixes
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Fix several difficulty settings that were not correctly saved and always at the minimum value after a restart. Concerns "danger increase on alert," "all guards are alerted at danger level 4", and "all guards are enraged at danger level 5".
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Fix tooltips would merge (i.e., a guard standing on an opened gate)
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Topaz theft (part 2) wasn't validating the scout phase objectives correctly after a restart.
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Guards can't walk on exit tiles anymore
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Escape!: Rewinds are correctly refunded on reaching a checkpoint
Changed files in this update