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Sunken Tombs Returns

A 3D adaptation of Sunken Tombs from Risk of Rain 1, added to RoR2 as a Stage 4 map. Also includes a Simulacrum variant!

CHANGELOG

1.2.0

  • Layout changes:
    • The large L-shaped building's roof is now an accessible area in the map. Various launch pads were added to connect it to other areas
    • Revamped the tall cave/graveyard area. Added hills, dips, cliffs and platforms to make it less flat/empty and better utilize the vertical space
      • Relocated the Newt Altar in the cave to be very slightly more hidden
      • Raised the geyser in the cave up onto a new ledge directly above its previous location
      • Simulacrum: Replaced the additional jump pad in the cave with a vertical lift
    • Removed the giant wall/pillar in the center of the small rectangular building. Added a small inset floor in its place
    • Updated a few random variations (central pillar, peninsula, cave upper layer) to increase the size of small cliffs/platforms
    • Slightly changed the smaller L-shaped building's roof (replaced the lone 2x1 block with a rock, removed the beams in the middle of the skylights)
    • Rearranged some blocks and other objects in the large L-shaped building's interior
  • Other changes:
    • Added red lights by the Monster Cages to help them stand out against the map's obscenely blue color palette
    • Reduced the water's distortion strength to make underwater objects easier to spot from the surface
    • Made a few changes to increase the map's brightness (increased sun intensity, added bloom, removed vignette effects)
  • Art pass:
    • Increased the main terrain mesh's poly count in a couple spots, particularly focusing on rock columns and slopes/hills
    • Added various details to the building's interiors (inset shelves, ramps replaced with stairs, more detailed ceilings for a couple buildings)
    • Added new stalactites to the cave and other rocky ceilings where appropriate
    • Added more props: table, bubble flower, big statue, 2 statuette variants, smooth stalactites
  • Fixes:
    • Attempted to fix map nodes never actually being used in a few spots attached to random variations (cave upper layer, underwater platforms on the peninsula and central pillar variations). Cave upper layer still doesn't work and I have literally no idea why. It sucks
    • Attempted to fix several spots where NPCs (usually Larvae or Acrid) would leap onto a cliff face and get stuck there. There's probably still spots where it can happen but hopefully I got all the most common ones
    • Fixed a couple map nodes attached to the central pillar variation that didn't have a gate name assigned, causing stuff to spawn in midair
    • Patched up a couple holes in the terrain
    • Added another LOD mesh to the sarcophagi to fix them never appearing if LOD reduction was set to the lowest value

1.1.1

  • The Monster Cages are now Sale Star compatible :)
  • Added ambient noise
  • Fixed a map node that didn't have a gate assigned, causing interactables to spawn in a wall sometimes

1.1.0

  • Quick art pass:
    • Increased the poly counts of various meshes:
      • Main terrain mesh: mostly walls near the center area
      • Skybox rock arches
      • Boulders and pebbles
      • Glowing coral
      • Wavy kelp clusters
      • Underwater bush
      • Monster cage
      • Logbook diorama ocean hemisphere
    • Added some extra details surrounding the above-water monster cage
    • Updated the texture for the spiky plants on the background arches and surrounding the monster cages
    • Slightly adjusted post processing
    • Increased LOD distance for the loose bricks/"boxes" around the map
    • Added a couple extra details to the logbook diorama
  • Changes/Fixes:
    • Colossi are now disabled by default since there's a lot of relatively low ceilings and they tend to get stuck in weird spots
      • Stone Titans can now appear in the stage if Colossi are disabled in config settings
    • Disabled character spawns on some nodes in narrow hallways since Colossi could spawn stuck in them
    • Disabled character spawns near the scaffolding that connects the second floor balcony to the graveyard cave
      • This is an attempt to fix an issue where bosses could spawn inside a pillar in that area

1.0.2

  • Increased spawn distance for Hermit Crabs (Standard -> Far)

1.0.1

  • Fixed music not playing at all
  • Fixed the monster cages not opening
  • Fixed the Simulacrum variant not using its unique enemy spawn pool. It's the same but Hermit Crabs are replaced by Mini Mushrums
  • Fixed the map using the same family events as Broadcast Perch. It now has its own unique set
  • Moved the god rays around and made them larger
  • ouuuughhhhhhh (I'm sorry)

1.0.0

  • Initial Release