Weekly Update #26
Gameplay
- Reduced player movement speed and dash distance
Talents
- Wave of Flames:
- Enemies hit by wave are now pushed back
Visuals
- Reworked VFX for Earthquake
- Created Reock/Debris VFX for when aftershock is applied
- Reworked VFX for Wave Of Flames
Audio
- Added SFX for Immolate Aura
- Added SFX for when Deep Wounds is applied
- Added SFX for earthquake (initial & loop)
- Added SFX for when Aftershock is applied
Internal
- Tool to hide components in editor mode
- Enemies basic attacks can now be scaled independetly
- Tool to setup basic scale for prepare and perform attack
Developer’s Note:
The attack indicator duration is now standardized across all enemies. This ensures a consistent window for players to react and avoid damage, preventing situations where shorter indicators could catch players off guard after adapting to a different timing.
- Validator which detects if perform or prepare time of attacks deviates from normalized values
- Changelog combiner
Bugs
- Player collider is now excluded from free space detection warnings. Since the player uses a non-convex mesh (and that’s not changing), the constant log spam about it being uncheckable was more noise than help.
Balance Changes
Talents
- Earthquake:
- Area: 3
2
- Area: 3
- Wave Of Flames:
- KnockbackForce: 30