Visuals Auglen Scene Core Mechanics CastedAbilityTask now implements logic for danger indicator Devilish Vine Tentacle Whip Attack is now performed using CastedAbilityTask Bugs Fixed issue where enemies were spawning on top of each other Hopefully fixed issue where blazing trail talent did not end with dodge animation

AI Redesigned FSM approach instead of custom FSM for each unit, there are now archetypes FSM Tank Archetype Gnoll Shaman will use AcidRain only when player is in view range Simplified FSM Tasks for special Abilities, eg. CastedAbilityTask, or ChanneledAbilityTask instead of individual task

Audio Sword Swing SFX is now triggered with certain animation frames instead of attack action Enemies Gnoll Shaman: New Ranged Enemy dealing poison damage Acid Rain Ability - Summon acid form the sky every 0.5sec for the next 10 seconds (Cooldown 15sec.) Gnoll Thoughskull: Tank

Audio AudioManager listens to OnBodyFall and OnDirectHit and plays proper SFX Flesh Body Hit SFX Wood Body Hit SFX Enemies New property: ExteriorType (Flesh, Wood, Stone, PlateArmor, Plant) Gnoll Brute. Big rock on stick. Smash. Gnoll Deadeye - new ranged enemy, shooting poisoned arrows Visuals Under Construction Prefab (to

Abilities and Talents New Weapon: Simple Sword (part of game progression) Audio Call Lightning SFX Enemies Gnoll Brute (created with inheritance of base prefab) Visuals Combat log uses unit names instead of generic object name Camera will shake after dealing critical strike Core Mechanics Base Prefab for enemies to share

Audio Body fall SFX Combat Music (attached to OnWaveStarted and OnWaveDefeated events) Enemies Devilish Monster Tentacle uses Danger Indicator for its whip attack UI Attack indicator is now part of unit healthbar Core Mechanics Removed rigidbody in units (knockbacks and other physics effects will be handled manually) Game Mechanics Danger

Abilities and Talents All talents descriptions were rewritten to use DescriptorCompiler Visuals Descriptor Compiler - apply all talent stats (basic and custom) and inject them into raw description with applied units (seconds, meters, percentage) and standardized coloring UI Ability management Panel (popup) - allows to

Audio 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

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