Rain World

Rain World

Rift Regions Rework
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Update: 30 May @ 11:18pm

Version 1.7.4:
- Removed the black lizard from Desolate Tract that I forgot to remove before during development
- Redid spawns in The Surface again to be more like Saint's worldstate and add another blizzard lizard
- Demoted the two vulture variants in Torrential Railways to a single albino vulture to better balance the region and in an attempt to fix a weird audio bug (In hindsight it wasn't actually caused by this mod)
- Moved a wall rot object in Cold Storage that was in a dumb spot
- Removed the Stormy Coast rework to fix the general instability that came with the rework and the way I implemented it (It was actually an attempt to fix an unrelated issue because I thought it was somehow corrupting the metadata of the mod)
- Increased the lightning frequency in Stormy Coast as a temporary replacement for the rework while I work on a full new one
- Changed the end-of-cycle effect in outdoor rooms of Stormy Coast to always flood rooms with water on top of having heavy rain
- Moved around and tweaked various food items in Stormy Coast
- Finally removed a pain cone from Stormy Coast that I accidentally added and kept forgetting to remove
- Fixed a vanilla issue where the electronic lights in Stormy Coast would get darker during the rain as if they were sunlight

Update: 16 May @ 5:51pm

Version 1.7.3:
- Removed a DynamicWarpTarget object in Fetid Glen that allowed people to warp into the inaccessible portion of the region (oops)

Update: 12 May @ 12:39pm

Version 1.7.2:
- Fixed a broken room connection in Fetid Glen that I missed while making the rework

Update: 10 May @ 11:52am

Version 1.7.1:
- Tweaked room relationships in Signal Spires, Cold Storage, Desolate Tract, Heat Ducts, and Shattered Terrace
- Removed a "modify" file for a Shattered Terrace room that I had accidentally generated with RegionKit
- Redid some wall rot placements in one room of Station Annex to prevent it from instantly eating a miros vulture as soon as it spawns
- Replaced a miros vulture in Desolate Tract with a normal vulture due to frequent complaints
- Removed a loach from Desolate Tract that was overcomplicating the room relationships
- Redid spawns in Shattered Terrace to put more focus on the atmosphere
- Further reworked Thermal Relay to be more interesting, might do more with it later
- Changed a few more one-way rifts to two-way ones

Update: 9 May @ 8:58am

Version 1.6.1 because I forgot to change the version number again:
- Removed flashing lights from Fetid Glen that apparently cause a huge problem for epileptic people (no clue how that got through playtesting for Watcher)
- Reworked Verdant Waterways to be more like Undergrowth
- Attempted and failed to make a shelter in Verdant Waterways fully unusable, so instead it has a friendly message inside
- Redid some spawns in Verdant Waterways to replace some creatures that didn't fit
- Attempted to improve Fetid Glen with a new rework
- Added an inverted day/night cycle to Fetid Glen (credit to FishSwallower for the concept in Old New Horizons)
- Removed a vulture from Torrential Railways that wasn't supposed to be there
- Moved the Salination rift in Fetid Glen to be harder to find so no one is forced to go through those two torture methods back-to-back
- Removed some broken & redundant rooms of Fetid Glen (Causes issues with the map, I will figure out how to fix them later)
- Added a Signal Spires rift in Fetid Glen where the old Salination rift was
- Removed some more CosmeticRipple objects in various rooms that were unnecessary and just added visual clutter
- Added new rifts to Signal Spires, Rusted Wrecks, and Torrential Railways
- Reworked the palette, ambient sounds, and visual effects in Shattered Terrace
- Removed the wind from Shattered Terrace
- Removed a Miros Vulture from Salination because I forgot I had even added it
- Fixed a mistake when inputting the creature ID for the aquapedes in Rusted Wrecks, and removed 2 of them
- Added an aquapede to Coral Caves that I had apparently forgotten to add on initial release
- Downgraded all sea leeches in Coral Caves to regular leeches
- Removed 2 king vultures from Signal Spires
- Tweaked room relationships in The Surface and Badlands to better balance the spawning of all vulture variants
- Redid spawns in The Surface to be more varied and reduce creature density
- Added some snow objects in The Surface to some spots that I missed
- Removed a stowaway in Badlands due to it causing visual bugs and making the room too cluttered
- Updated description
- Updated tags to include "Campaigns" due to slightly streamlined progression

Update: 26 Apr @ 7:15pm

Version 1.6.1:
- Changed the destination of the rift on the far right of Outer Rim
- Changed the palette of Verdant Waterways as part of an unfinished rework
- Changed the end-of-cycle hazard in Verdant Waterways to always be flooding

Update: 26 Apr @ 4:03pm

Version 1.6:
- Redid spawns in Desolate Tract due to train lizards not actually being very interesting as a creature
- Reduced train lizard population in Corrupted Factories
- Added a rework to Outer Rim, including something new on the far right side (Please let me know if this causes bugs)
- Removed the sandstorm in Badlands to give it eternal day instead
- Removed most ambient wind sounds from Badlands to reflect the lack of a sandstorm
- Removed elite scavengers from Badlands and replaced a caramel lizard with an indigo lizard
- Moved some poorly placed terrain handles in Badlands that caused certain pipes to be unusable
- Properly removed rain from Heat Ducts since it wasn't fully removed before
- Reduced blizzard intensity in Thermal Relay
- Changed palette and lighting in Heat Ducts to make important platforms more visible in certain rooms
- Removed the end-of-cycle hazard from Outer Rim
- Hid the cycle timer in Badlands, The Surface, Heat Ducts, and Outer Rim
- Removed scavenger disciples and scavenger templars from Outer Rim
- Moved some background objects in Outer Rim that caused a visual bug when overlapping with the dust terrain
- Edited a room in Daemon to look nicer and remove some visual bugs
- Added a new song made by me (edit of a vanilla song)
- Updated description

Update: 23 Apr @ 12:31pm

Version 1.5.2
- Updated dependencies to include RegionKit since I forgot to do this in the previous update

Update: 23 Apr @ 12:27pm

Version 1.5.1
- Reverted a room in Stormy Coast back to vanilla to fix an improperly placed exit pipe
- Moved a stowaway in Badlands
- Added an indigo lizard back to Badlands that I had removed before and reduced centiwing population
- Promoted 2 scavengers in Badlands to elites & removed 2 king vultures
- Reduced fog intensity in most rooms of Cold Storage due to a layering issue with wall rot
- Removed some custom decals throughout Cold Storage
- Added new ambient sounds to rooms in Station Annex that were missing them
- Removed some passive wall rot in Station Annex that I missed while making the rework
- Moved around some wall rot and climbable rot tendrils in Station Annex to make platforming easier and fix an impossible jump
- Removed an out-of-bounds kill barrier in Station Annex that had no reason to be there
- Tweaked the lightning in Station Annex to be more consistent
- Removed some wind objects in Cold Storage that I missed while making the rework
- Redid most creature spawns in Cold Storage
- Removed the scavenger from Cold Storage in an attempt to fix a crash I encountered in development
- Re-added the miros vulture in Cold Storage that I removed
- Added some more slime mold and gooieducks throughout Cold Storage to account for the bluefruit being removed

Update: 23 Apr @ 8:53am

Version 1.5
- Removed all flies from Badlands in an attempt to fix a gamebreaking bug
- Added new rework to Cold Storage (may cause performance issues)