- 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.
- Storeboxes are now scalable.
- Standardize touch-hurt operation.
- Touch-hurt damage on scaling.
- Now possible to alter scaling time via scaling_time
group (percent of original scaling time)
- 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.