No it's exclusive to scrolls. Most teleportation effects are random.
The scroll tries to place you near things you haven't discovered, which includes that special room next to you.
Perhaps I should add a guarantee that the scroll also always places you a minimum distance away, hmm..
The original performance affordances were mainly made for Android 2.2 to 4.0 devices! I meant it when I said it was for very very old phones. If your device can run 5 or 6 then it should have no trouble with the additional pixel-fill work. I may have to drop 5.0 and 5.1 support sometime around or a bit after the middle of 2027 though, due to being forced to update various libraries.
I'm not likely to return it to the old max brightness setting (It makes the fogged areas look too similar to visible area), but lightening the fog area under the new setting is possible. Currently the new brightness toggle applies about 50% of the brightening to the fogged areas than the current setting does. Specific colors in the GIF aren't accurate due to compression btw.
That can happen as invis potions are also considered valuable loot to have in general. There is guaranteed to be an invisibility potion somewhere else in the vault too, very likely as a reward from a lower tier treasure room.
Look some lasers are a bit crooked, it's normal.
This is because they're technically aiming at the ground the opposite sentry is on, not the sentry itself. This was a minor enough visual quirk that I didn't bother correcting it. They've actually always been like this in this room, it's just hardly noticeable.
So it's a linear scale, so at +10 it would be around 17 uses, which is definitely low, but by +12 it's just 10. At +15 it would shatter instantly =S
That's definitely a bug, will look into that.
Only in the vault, it would definitely be too strong to let the player see enemies like this normally.
The effect is almost the same as it was prior to the patch, in terms of gameplay power just made substantially more visually clear. Prior to this you would be able to see a 'ripple' effect when enemies moved in the vault, but I was getting a lot of feedback that this effect wasn't noticeable at all. The only outright buffs here is that the type of enemy is now shown, and if you are quite close they can be 'heard' in terrain you haven't visited yet.
It is pretty much universal in stealth games for players to have some way of perceiving enemies without being seem themselves, whether it's a 3rd person camera, generous corner peeking, vantage points, invisibility, or various 'see/hear though walls' special abilities. The player needs some way to examine enemies and learn patrol routes without risking being seen themselves.
The store doesn't require the quest to be completed, but you do have to progress quite far in it before retreating. Out of curiosity, what's been killing you in the vault so far?
For now I'm trying to keep the risk aspect of Crystal as-is, but I am giving it a big buff in v4.0.1 soon:
- Crystal damage bonus up to +33% from +25%
- Average uses until breaking up to 50 at +0, from 33
- Uses until breaking steadily scale down with level, capping at 30 at +6
- The crystal bow specifically always has 50 average uses
(and also one specific nerf for thrown weapons, which it's already great on):
- Max uses until breaking for crystal thrown weapons down to 30, from 50.
The goal here is to make crystal much more usable at lower item levels, where more 'uses' are needed before an enemy is killed, but to keep it similar at higher levels where it's already pretty strong. Will continue to adjust as needed of course.



