AI Added new nodes that handle movement originated from PatrolSystem Scenes New Quest: Prepare for Battle Developer's Note: Introduced a new quest as a proving ground for the QuestManager system. This quest ensures that the player is equipped with a weapon, learns its usage, and is guided into

Scenes North city exit passage sends now a proper notification to indicate how it should be unlocked UI Simple Notifications on the left side of the screen Current DPS is displayed above Combat Log Core Mechanics Created new String Channel for notifications Extracted demo components to scene

Scenes Created blockades in city with new "Passages" component Northern passage is in blocked state and can be unlocked by equipping weapon Visuals Reduced Saturation of colors by 30 Increased Post Exposure by 0.15 Core Mechanics Weapon Channel Type OnWeaponEquipped Channel Game Mechanics Passage component Developer's Note: Passage will be in-game machanic

Scenes Auglen Painted ground textures Created basic town space Prepared north camp Prepared farm area Visuals Prefabs and props textures updated to match similar color palette and saturation Added Post processing to create more "cartoonish" feel with dimmed color palette (danger indicators can be much brighter to pop

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