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DUNGEON DIVERS
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Development Update #3: Lighting the Breathing Halls

The Breathing Halls are the first stratum where the environment stops pretending to be architecture, and the lighting has to carry most of that. Torchlight behaves normally in the Old Galleries. Down here, it shouldn't.

We rebuilt the light propagation for organic surfaces this cycle: light now sinks slightly into the walls instead of bouncing off them, and the falloff follows the eleven-minute air cycle the surveyors keep logging.

  • Reworked ambient lighting for organic strata
  • New wall material set for the Breathing Halls
  • First pass on the depth-pressure vignette effect

Combat tuning for stratum 4 continues next cycle. The encounter table is still too generous. It will stop being generous.