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