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

Visuals Balance Changes Weapons Effects Earth Talents Fire Talents Storm Talents The end of first milestone is here. All basic gameplay logic is implemented and ready to improve upon. The next milestone should be closed within a month in august.Main focus of next milestone will be in-game

Main focus in this week was put into gamepad support and ability/stat scaling. Each talent acquired by player will now increase his physical/magical damage scaling, but it will also increase overall health and damage of spawned enemies. Work with scaling enemies will be continued as process going further into the game, because there is no universal formula that accounts for all cases and scaling for enemies will be handled by using lookup table.

Abilities and Talents Tectonic Pressure: active talent for Obsidian Scales. Releases 50% of stored damage in 3m area around player Protector Effect: (rework) Protection aura was difficult to maintain, from now on protection is skill tanks will cast every 10 seconds which