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
  • Wave Of Flames:
    • KnockbackForce: 30