Weekly Update #46
AI
- Greatly reworked AI behavior tree to be more universal
Developer’s Note:
Creating a new enemy used to be a daunting task – it often meant building an entirely new behavior tree, even if it was just a slightly tweaked copy of an existing one. The real nightmare came when introducing new mechanics: every single tree had to be updated to account for them. Not anymore. There’s now a single, universal behavior tree. Enemies with unique needs – like the Devilish Vine, which can’t move, or the training dummy, which doesn’t attack – are handled using simple flags.
UI
- Full gamepad & Keyboar+Mouse support in power selection modal
- Reworked Main Menu to display current roadmap, next steps and progress with implementation of each discipline
- New mastery icons!
Bugs
- Resolved an issue where masteries in ability management showed up even with 0 points
- Resolved an issue where new DPS meter would throw NaN errors while trying to calculate percent of damage when there was none