Audio events are separated into channels (Player, Enemies, Abilities, SFX, World, Music)
Weapon pickup sound
Power Orb pickup sound
Player footsteps
Forest Ambience
Village Ambience
Enemies
Devilish Vine tentacles are now spawned in free space in the direction of player (using FreeSpaceDetection component)
Visuals
Improved visuals for Healing Orb to be more visible
UI
Skill Key Binds now supports Gamepad
Overlay for healthbar to indicate how much damage is stored in Obsidian Scales
Core Mechanics
Controller Type Change detection
ControllerChangeToggle – Component to toggle elements based on currently used control scheme
UnitHealth CommandQueue – Enqueue all requests to deal damage or heal
Detection of units to attach healthbars is now handled via event (onCreateUnit, onDeath) instead of iterating over them every frame
Game Mechanics
Skill Aiming
Area
Direction
Skill Aim Cancel
SpawnPoints now are able to force specific units to spawn in them (eg. all spawn points are spawning randomly, but one can spawn only Skeleton Defender)
Balance Changes
Call Lightning
Aim for ability changed from target to area
Additionally created lightning strikes does not create shockwave
Range increased to 5m (was 1)
Wave of Flames
Aim for ability changed from „cast forward” to direction
Bugs
Call lightning shockwave was not detecting enemies properly
Damage and health was not always properly used, calculation from one damage instance was overwriting healing/damage from other source