Weekly Update #14

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 for each ability
Abilities and Talents
  • Protection was refactored tyo use SpecialAbility structure and is triggered via animation event for Skeleton Defender and Gnoll Toughskull
Enemies
  • Skeleton Defender is now using Tank FSM Archetype
  • Gnoll Toughskull is now using Tank FSM Archetype
  • Devilish Vine Fireball is now triggered as CastedAbilityTask
  • Devilish Vine SummonTentacle is now triggered as CastedAbilityTask
Visuals
  • Poison bolt orb is destroyed immediately upon impact (no more lingering green dots)
  • HealingOrb floating stone and ground circle are now destroyed when interacted
  • HealingOrb when interacted will create little green shockwave
  • Acid Rain Displays danger indicators for each bolt falling from the sky (with reduced speed it gives ~1sec. time to react)
Core Mechanics
  • Special Attacks Struct refactored into Special Ability Scriptable Object
  • Special Ability can be triggered via animation event instead of time relative action
  • Project structure for VFXObjects
  • VFXObjects ParticleSystems and VisualEffects stored in configurable struct
  • VFXObjectComponent PLay State Events (Initialization, Play, Dispose)
Game Mechanics
  • Special Abilities have initial cooldown before they can be used
  • Special Abilities Cooldown starts after they’re used (not when the start)
Balance Changes
  • Devilish Vine
    • Whip attack has 3 sec initial cooldown
  • Gnoll Toughskull
    • Protect ability has 3 sec initial cooldown
  • Skeleton Defender
    • Protect ability has 3 sec initial cooldown
  • Gnoll Shaman
    • Acid Bolt collider size increased 2x
    • Acid Rain Bolts are created as a prefab variants of Acid Bolt
    • Acid Rain Bolts Speed reduced to 10m/s from 15m/s
Bugs
  • Fixed issue where Devilish Vine did not rotate to target before shooting fireball