Weekly Update #49
Gameplay Backstab is now applied as a contributor to a melee attack from behind rather than separate damage done later Removed Rage Decay mechanic Created Encounter Builder and Encounter Profiles which helps create smooth difficulty curve Rolling rewards for the next scene and attaching
Weekly Update #48
AI Enemies are now positioned towards player within available slots to avoid clutter around him UI Implemented IncomingDamageComponent into enemies healthbars Internal Localization support added. The game is now prepared for translation into multiple languages. Some proof-of-concept translations have been implemented in both the UI
Weekly Update #47
Gameplay Weapon damage scaling is now separated from Physical Abilities scaling AI Removed DangerIndicator from enemies SpecialAbilities Developer's Note: It was unintuitive and hard to do in a flexible way. If any special ability requires danger indicator it can create it on it's own using proper
Weekly Update #46
AI Greatly reworked AI behavior tree to be more universal Developer's Note: Creating a new enemy used to be a daunting task - it often meant building an entirely new behavior tree, even if it was just a slightly tweaked copy of an existing one. The real
Weekly Update #45
Gameplay Power choices and quality are now rolled using seeded rolls Improved interactibility detection Weapons have new property which can increase chance to get better quality talents for their discipline Added new property to talent requirements: Minimal Mastery – this prevents talents such as
Weekly Update #44
Gameplay Introducing the Clearstal - a mysterious crystal with a simple purpose: it clears all your chosen talents. Implemented Doorway - interactable doors leading to elsewhere Skills now scale according to their discipline rather than having unique scaling rules. Previously, each skill defined
Weekly Update #43
Gameplay Added aim support for keyboard & mouse controlls Internal Updated discipline colors and created DTO for all disciline data for better code organization Reworked player input processor to separate different type of controllers into their own classes
Weekly Update #42
Internal Imported package Console Pro to organize logs Implemented FSM for player controls
Weekly Update #41
Gameplay Ultimate abilities now have a cooldown equal to their duration, preventing multiple activations at once. Rage generation and decay are disabled while an ultimate is active, preventing infinite rage loops. When an ultimate is used, the rage bar gradually decays by its