- Players no longer constantly glow in darkness.
- Players can now place light spots by scaling, faster
than actual climbing spots.
- Climbing spots appear if player continues placement
after light appears.
- Floor traversal mechanism is now obsolete.
This allows players to traverse dark caves reasonably
well, still, but only voluntarily, so darkness stealth
mechanics are possible again.
Lots of issues with players being unable to figure out traversal
of dark caves. Total darkness is probably too much of an ostacle
for players who haven't already learned how to avoid those kind
of circumstances.
- No day/night cycle, no sun/moon.
- Get rid of clouds too.
- Skybox is now 100% texture-packable.
- Natural light diminishes with depth.
Night-time no longer disrupts gameplay topside, but
skylights are no longer useful to an infinite depth and
artificial light is necessary for all deep mining.
Making hand dig everything broke logic that was
depending on things being "not hand diggable".
Continue to treat things as not-hand-diggable if they
would take a long enough time to dig.
Nodes cannot be scaled only if they are BOTH falling
nodes AND diggable by hand. Mostly this just means
sand cannot be scaled and needs to be dug out
instead.
If watching someone else scaling a cliff from a distance, you will not
see where the handholds are, but if you are nearby, you will be able to
see and share them.
- Prevent downgrading.
Should prevent player from falling when overhangers replaced.
- Allow hanging construction through other scaling nodes.
Should prevent full overhangs from being blocked by wall scaling.
- Repeat/hold place (right-click) with empty hand instead of pummel.
- Otherwise, works similarly to first generation.
- Scaling nodes can overwrite each other now (upgrade wall to ceiling).
- Visuals are now particle-based instead of texture, like Gen 2.