Depth portals rebuilt, and the Climb
- The portals between depths are rebuilt. Each is now a carved pointed arch:
- piers on moulded plinths, with an engaged column on each face and flared capitals;
- a ring of voussoirs, alternate stones standing proud, and a keystone set with a gem in the colour of the depth beyond;
- runes cut up the jambs and across every voussoir, front and back, and a rune circle in the floor before the arch;
- one stone per depth: mossy forest stone, ruin stone with a broken cornice, crypt stone under a pediment, and catacomb stone with a row of skulls along the cornice.
- The membrane is cut to the arch's shape.
- Sealed (the guardian still stands): dark smoked glass, a few thin cracks breathing with the depth's light, and two iron chains bolted corner to corner and crossed through a glowing seal. Using a sealed portal rattles the chains.
- Open: a vortex falling away into the depth, with streaks racing down the throat and a burning rim.
- Opening: when the guardian falls, the seal bursts, the chains whip loose and hang slack from their bolts (they stay that way), the runes and gem blaze, and the arch flares. Late joiners see the slack chains straight away.
- The building round each portal. Every portal stands on a stone dais with two steps up to it and braziers at its foot. Around it:
- Depth I, the Sunken Stair: a barrow. The arch is set into an earthen mound, dry-stone walling curves back from it, boulders sit in the turf, and standing stones and skulls on stakes stand before it.
- Depth II, the Ruins: a ruined chapel apse. Wing walls break off in steps, there's a fallen column, rubble and moss, and hooded mourners flank the steps.
- Depth III, the Crypt: a mausoleum front. Wing walls have plinths, copings and capped buttresses, a sarcophagus lies along each wall with candles on it, and there are banners and mourners.
- Depth IV, the Catacombs: an ossuary shrine. Rows of skulls are set into the wing walls, with skull piles, skulls on stakes, banners and a stain of blood.
- The way back up (start rooms) gets a smaller version of its depth's shrine.
- Everything batches, collides and bakes into the navmesh like the rest of the level. Arches are kept under the ceiling of the deeper depths.
- New positions: the arrival point in each start room moved to 6 m from the wall, and the return point in each guardian's chamber to 6.5 m, both clear of the steps.
- The Climb: a little parkour course in the Sanctuary yard, east of the fire between the training dummy and the path to the training gate.
- Eight weathered rocks spiral up round a 4.25 m summit stone, each 2.45 m from the last and 0.475 m higher. Jump from the edge of one at a run and you land in the middle of the next; sprinting sails you clean over.
- The tops are nearly flat, so landings are fair, and each rock collides with its own exact convex hull.
- Stepping off the rune-cut start stone starts the clock. Standing on the summit, under its pennant and lantern, stops it. Touching the ground on the way calls the attempt off.
- Your best time is kept with your profile.
- The yard's lantern posts and one lantern string were moved clear of the crag.
- Network protocol 22: world generation changed, so v0.56 and v0.57 players can't share a run.
VAEL is a co-op dark fantasy extraction dungeon crawler for PC, in active development. Get playtest news by email, or read the wiki.