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

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

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

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