Weekly Update #13

Audio
  • Sword Swing SFX is now triggered with certain animation frames instead of attack action
Enemies
  • Gnoll Shaman: New Ranged Enemy dealing poison damage
    • Acid Rain Ability – Summon acid form the sky every 0.5sec for the next 10 seconds (Cooldown 15sec.)
  • Gnoll Thoughskull: Tank Enemy
  • Boar
  • Wolf

Developer’s Note:

Boar will have a charge and stun mechanic, but for next week I want to redesign enemies special abilities so it would be pointless to create this right now and refactor this immediatly. Instead this mechanic will be sort of a proving grounds for this new system.

Visuals
  • Gnoll Deadeye: Added trail effect for Poison Bolt
  • Enhanced Camera Shakes for critical strikes
Core Mechanics
  • Created structure for projectiles
  • Added validators for collider and rigid body in projectile prefabs
  • Removed Energy Stat from units (cooldown for abilities is enough)
  • Unit Base Attack no longer require AttackStarted event (its called automatically with animation play method)
Bugs
  • Fixed bug where projectile was moving sideways
  • Fixed hit detection for Poison Bolt (was detected on instantiate) causing hit animation to play instantly
  • „Fixed” bug where player could learn same talent twice
  • Fixed issue with looping combat music… now you can fight forever!
  • Fixed NullReferenceException when trying to attack while not wielding a sword