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
Weekly Update #45
Gameplay Power choices and quality are now rolled using seeded rolls Improved interactibility detection Weapons have new property which can increase chance to get better quality talents for their discipline Added new property to talent requirements: Minimal Mastery – this prevents talents such as
Weekly Update #44
Gameplay Introducing the Clearstal - a mysterious crystal with a simple purpose: it clears all your chosen talents. Implemented Doorway - interactable doors leading to elsewhere Skills now scale according to their discipline rather than having unique scaling rules. Previously, each skill defined
Weekly Update #43
Gameplay Added aim support for keyboard & mouse controlls Internal Updated discipline colors and created DTO for all disciline data for better code organization Reworked player input processor to separate different type of controllers into their own classes
Weekly Update #42
Internal Imported package Console Pro to organize logs Implemented FSM for player controls
Weekly Update #41
Gameplay Ultimate abilities now have a cooldown equal to their duration, preventing multiple activations at once. Rage generation and decay are disabled while an ultimate is active, preventing infinite rage loops. When an ultimate is used, the rage bar gradually decays by its
Weekly Update #40
Gameplay Added new property for enemies: CanBeDisrupted Adjusted enemy disruption mechanics Developer's Note: Enemies with interruptible attacks can now only be disrupted during the startup phase of their attack. Once the weapon reaches its peak position (ready to swing), the enemy becomes immune to hit reactions and
Weekly Update #39
Gameplay Reduced number of abilites to two: one active with cooldown and one ultimate with rage cost Implemented Passive Triggers System Developer's Note: With the earlier change to abilities (one active and one ultimate), another addition comes in the form of passive triggers. Each unequipped talent now
Weekly Update #38
Gameplay Some abilities can now be tagged as Ultimates Removed rage cost from active abilites Developer's Note: As part of a broader rework, we've removed the rage cost from active abilities. This change is accompanied by the introduction of Ultimate Abilities and a reduction in the
Weekly Update #37
Gameplay Changed keybinds for gamepads Increased max enemies on screen based on talent count, using a structured scaling method Scenes Designed new layout for Auglen Hub Scene Designed layout for initial invasion scene (and future iterations) Designed layout for "Siegbreaker" Scene Designed layout for "Trade Route Ambush"