DemonMae-Chizra_Temple_Interior icon

Chizra Temple Interior

An Unreal Interior modeled after the Nali god of Water.

CHANGELOG

1.3.9

  • Project Reimporting neccesitated fixing a multitude of broken references, I've forgotten what's been changed, added and fixed.

1.3.8

  • Fixed some broken transparencies.

1.3.7

  • Filesize optimization

1.3.6

  • Added Rosies moons to the list of default Weights

1.3.5

  • Updated internal LLL dependencies.

1.3.4

  • Changed the tag and Layer on Doorframes.
  • Fixed the longstanding issue of doors being ever so slightly misaligned in their frames.
  • New Sounds for doors from Unreal.
  • Interior ambience in some rooms.

1.3.3

  • Darker regions of Chizras water texture are more transparent.

1.3.2

  • Overhaul of default weights.
  • Some floors with shallow water have been tagged with 'Puddle'.

1.3.1

  • Materials are now GPU instanced, this should squeeze a bit more performance when used.
  • In my feverish attempts to fix the lag, I axed the lighting quality even though it wasn't the cause, this has been rectified, as well as being made slightly prettier.
  • The Trial of Combat was broken, It should be fixed now.

1.3.0

  • 1 New tile, the chamber of combat.
  • 2 new items, one unutilized.
  • The ritual of combat can be attempted for a sizeable prize. This can be disabled in the config.

1.2.6

  • Updated JLL version used and dependecies to 1.7.4.
  • Lighting rework.
  • Lag fixed for reals
  • Fire exits will actually generate again.

1.2.5

  • Removed the particle effects from torches, replaced them with meshes.
  • Lighting changes.
  • Some optimizing.
  • Dynamic dungeon size restrictor change to 1.8, equivalent to Rends dungeon size.

1.2.4

  • Potential fix for 1 way wall generation but for real this time.
  • Toned down the Fire Particle effects on torches every so slightly for performance optimization.
  • Added a dynamic dungeon size restrictor of 2.0.

1.2.3

  • Potential fix for 1 way wall generation

1.2.2

  • Tag based modifiers Have been split into individual options, you can toggle the ones you want and don't want.
  • Increased the starting points Y coordinate, this is for Fray Compatibility.

1.2.1

  • Tag based modifiers have a config option. this is enabled by default.

1.2.0

  • Added JLL as a dependecy.
  • If played on moons tagged with Haunted or Argon, the torch light turns a ghastly purple.
  • If played on moons tagged with Tundra, the skylights take a lighter blue hue and freezes water.
  • If played on moons tagged with Canyon or Wasteland, the skylights take an Ochre hue.
  • Fixed a pool collider.
  • Fixed certain rooms being see through under the right conditions.

1.1.6

  • Cave Nodes for the Man Eater.

1.1.5

  • Fixed a pool.
  • Changed the way the generation generates slightly, and the branching properties.
  • Potential fix for blocked off main dungeon paths.

1.1.4

  • New Icon to better represent the dungeons contents.

1.1.3

  • Disabled the Water triggers in some rooms to prevent inescapable situations you couldn't resolve through drowning.

1.1.2

  • Updated the Readme and changed some moon weights.

1.1.1

  • Added 2 new Asymetrical tiles to add Dungeon variety.
  • Replaced scrap denial zones in water, They were removed unintentionally when I replaced kill zone with Water zones.

1.1.0

  • Ported to V60
  • Ported to LLL V.1.3.9
  • Removed Kill Triggers from all Water Rooms, Replaced with Water Volumes. You will still need Assistance to Escape if trapped however.
  • Someone Left a rope ladder in the Ceremony Hall.
  • Water is slightly more transparent.

1.0.2

  • Shuffled hazards.
  • Skylights are brighter.
  • Water doesn't cast shadows, this should make it easier to see the death pits.
  • Added Fray and Cambrian to the list of Default moon assignments.

1.0.1

  • Fixed an incorrectly configured room
  • Added 2 scrap spawns to the 6 Fires Chamber.
  • Expanded scrap and Hazard spawn ranges in some rooms.
  • 1 shiny new Tile, A big ass bridge.

1.0.0

  • Release Version.