Weekly Update #6

Abilities and Talents
  • Protector Effect now applies Armor Stat buff instead of directly reducing damage
Audio
  • HealthOrb pickup sound
Visuals
  • VFXManager – PlayOnInstantiate Setting
  • HealthOrbs spawns now in random (free) area after killing enemy
  • Spawning HealthOrb is now preceded by trail effect to point out where drop will land
UI
  • Improved display for armored enemies (protected buff), and invulnerable status
  • Wave Countdown display is updated via event from countdown component instead of refreshing every frame
  • Enemy Health Bar listens to Health.OnValueChanged event instead of refreshing every frame
  • Display Current Power Level (left side of the healthbar)
  • Display dodge cooldown
  • New position for combat log (also reduced size)
  • Damage Reduction will be displayed in Combat Log
  • Display keybind for active skills (only keyboard support for now)
Core Mechanics
  • ChannelType: Damage (for raising events caused by damage)
  • KillingBlow event raised on hit which kills enemy
  • OnInvulnerableGained, OnInvulnerableLost events and IsInvulnerable property on enemies
  • Implemented FMod Adaptive Audio Manager
  • Countdown component now emits event for each passing second
  • Free space detector – used for health orbs random drop position
  • Bezier Curve Calculation – used for health orbs drop path
  • Eased Path Follower – Calculate position of object based on total time, list of vectors (path) and provided ease curve (used for health orb drop trail)
Game Mechanics
  • New Stat: Armor – applies damage reduction, each 1 point of this stat is equal to 1% damage reduction
  • Dodge cooldown – now dodge can be used every 2 seconds
Balance Changes
  • Protection
    • applies 30 Armor (previous damage reduction was 50%),
    • is applied to new unit every 6 sec (was 10sec)
    • is stackable (max 4 stacks)
Bugs
  • Player health is updated when scene is started (previously hp was updated after first hit)