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)