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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
1.4.0
- Added support for Hallowed Concepts!
- Added DLC4 interactables. No enemies though
- Added spawn points for Trial Gongs and Wakes
- Added a Reincarnation zone (sends you to the secret boss)
- Updated the cobblestone material to use the new Standard Triplanar Splat shader (basically it got a light coating of sand on it now)
- The diamond tiles also use this shader now, but the difference in appearance is a bit more subtle there
- Defeating Acrid now contributes to Karma
- Currently it just uses the AWU trigger instead of a unique one. Hopefully that doesn't cause any unforeseen issues,,
- Sale Star clones don't contribute to Karma
- Fixed Starstorm 2 enemies not appearing
1.3.0
- Final(?) art pass:
- Retextured all building textures (brick, trims, tiles, and cobble) and edited textures for foliage and the Monster Cage. The building textures especially should no longer look like I drew them with crayons. lol
- Edited the stage's fog: Underwater sections now have noticeable bluish fog. Above water, fog is brighter and extends further into the skybox to make background elements stand out a bit better. Overall the map's color palette should be closer to its appearance in Risk of Rain Returns
- The map's sun intensity was lowered (3 -> 2.5) to compensate for the brighter fog, but the stage is overall a scosche brighter than last version
- Remodeled the spear-wielding Lemurian statues. They no longer look like PS2 models, but humanoid models are not my specialty, so apologies if they're still a bit crusty,,
- Added an inset area to the L-shaped building on the surface
- Slightly reduced bloom intensity
- Slightly improved the water caustics' visuals
- Monster Cage changes:
- Interactable:
- Increased the red light's radius, which should make it easier to spot from afar
- Revised interact prompt
- Legendary Reward:
- Extra Legendary drops from Sale Stars no longer scale with player count. No fun allowed. Sorry (but I also added a config option to revert this change. Fun allowed)
- Boss:
- Acrid now prioritizes players
- Acrid should no longer try to leap away from you
- Increased base damage (15 -> 30) and scaling damage (3 -> 6)
- Removed passive health regen
- Overall, Acrid should be more aggressive and should now focus on players over drones and other allies. I considered lowering its health but wasn't sure if that was actually necessary, so I did not do that. Hopefully it's a bit more engaging to fight now. Feedback on this would be appreciated!!
- Interactable:
- Other changes:
- Revised the stage's lore - specifically, the section mentioning the Artifact of Origin
- Rotated a geyser near the center of the map to make it clearer where it's supposed to take you
- Starstorm 2: Added Clay Mongers and Security Chests to the stage!
- Added Void Devastators
- Crab
- Removed Stone Titans
- I only included these because I was trying to emulate the original stage's monster pool as closely as possible, but there's already 3 other base game bosses in the stage and there's already another stone enemy in the stage, so like, they really did not need to be here I think
- Fixes:
- Fixed a bunch of map nodes not connecting (particularly ones activated when the central peninsula and central rock pillar variations are disabled). Monsters and interactables should actually be able to spawn/navigate normally in those areas now
- Patched up a couple tiny holes in the map geometry
- Fixed blue vertical lines appearing when viewing above-water grass patches from an angle
- Monster Cage: Fixed bonus Sale Star legendary drops spawning in a different position than the standard drop position
1.2.1
- Fixes:
- Hopefully fixed an issue where interactables/characters would occasionally spawn on walls, introduced in the last update
- Fixed an issue where the Simulacrum version of the stage was missing a few boulders, also introduced in the last update,,,
- Fixed a bunch of air nodes, mostly in/around the cave, having an assigned gate when they shouldn't have
- Changes:
- The cave's upper layer platforms are no longer a random variation and will instead always appear, which should fix the issue where map nodes would simply never work there for reasons that I still don't entirely understand
- Added a couple faraway rock arches to the map's out-of-bounds terrain
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
- Increased the poly counts of various meshes:
- 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
- Colossi are now disabled by default since there's a lot of relatively low ceilings and they tend to get stuck in weird spots
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