Changelog
Gameplay
- Changed the conditions for showing enemies position. While in combat (taking damage or hitting enemies) enemies won't glow. While searching (being out of combat for 15s), they will be displayed for 5s
Items
- The passive Void Beast now marks two enemies instead of one
BUX FIXES
Gameplay
- When a basic slimes died to the void, it's smaller slimes didn't also die
- Bosses falling into the void caused the gates to open, when instead they should open only when dying
Items
- Spear didn't hit enemies behind the hit target
- Rat boots not working
- Spider liver didn't protect from the first hit for spore poison
- Spinning stones sometimes where not moving with the player
Generation
- Trap markers from generation where being left (~60-120). This had a small performance impact (since functions running as @e where also run by them)
Enemies
- Thrown attacks visual part where getting stuck
- Thrown stone wasn't "rendering"
- Angry pandas sometimes not being aggressive. They now should more reliably be aggressive, still they sometimes will not be, if the player is not in direct line of sight
- Some boss attacks where bugged because a check was behind done inverted, ex:
- Druid spinning stones didn't knock back the player, and instead instakilled it
- Spider spitted cobweb didn't do the arch it was supposed to do
- ...