Weekly Update #22
Scenes
- „Invasion!” Encounter Paths are now shorter (enemies will appear sooner)
Abilities and Talents
- New properties: Discipline & Quality
Developer’s Note:
These are just for sake of grouping now, but it will be used with modifications that will increase chance of spell from given discipline (eg. Storm, Fire).
Quality will be a way to ensure that really powerful talents are not accessed right away (unless you’re very lucky 🙂 )
- New Abilities:
Thirst for Blood
The warrior thrives on the pain they inflict. Dealing damage to enemies heals 2% of the damage dealt, plus an additional 1% for each stack of Bleed on the target. With each wound deepened, the warrior’s vitality surges, making them unstoppable in the fray
Visuals
- Generated softer shadows
- Reworked Burn VFX (now it’s more like actual flame)
- Added Bleed VFX
- Added Blood splatters on hit (WIP: effect will be changed according to exterior type)
UI
- Power Selection Popup displays quality and discipline of selected talents
- Health Bar now displays icons for stackable effects:
- Burn
- Conduit
- Freeze (some Ice skills soon)
- Poison (some Poison skills soon)
- Prettified icons for Keybinds (with support for more gamepad type like XBox/Switch etc.)
Core Mechanics
- Upgraded UnityEngine to latest stable version in 2022 branch
- New Channel Type UnitPosition
Game Mechanics
- Reworked Aim System and Controls:
- Abilities are now bound to L1, L2, R1, R2 buttons
- R2 button no longer is used to „release” spell from aim
- Releasing spell button is… releasing spell
- Added „Smart Aim”: Each aimed spell creates initial AimData (directed at current melee target)
- Tapping spell button (pressed and immediately released) will cast spell with Smart Aim
- Holding spell button will display proper aim indicator with initial target from Smart Aim
- Added „Focus” mode which slows down time by 30% during aim
Balance Changes
- Healing orbs:
- Chance to drop increased to 80% (was 30%)
- Restore 5% of HP (was 20%)
- Orbs disappear after 5sec. when not picked up
Developer’s Note:
Survivability has been a significant challenge in the current iteration, often forcing player to prioritize sustain or defensive talents as their first choice.
With these changes, healing orbs provide a consistent, albeit small, means of recovery, ensuring players always have an option to regain health during combat.
Bugs
- Fixed cutout shader for vines on buildings (transparency wasn’t working everywhere)
- Fixed active abilities cooldown value – it scales to fit borders
- Fixed unintended interaction between Obsidian Scales & Crimson Frenzy
Developer’s Note:
Crimson Frenzy tracks all damage dealt by the player during its active period, evaluating each hit to determine if a bleed stack should be applied to the target.
With Obsidian Scales, the ability absorbs all incoming damage and gradually releases it over the next 10 seconds. However, the player becomes the source of this reflected damage, unintentionally causing them to apply bleed stacks to themselves. This unexpected interaction led to players inadvertently inflicting bleed effects on their own character.
- Fixed Immolate: channel on which aura was listening changed its type from void to unit
- Fixed bézier curve calculation – control point is now relative to start position
- Fixed issue with enemies spawned behind first waypoint forcing them to turn back
- Fixed issue where calculating follower unit offset did not account for followed unit rotation