Weekly Update #20

Scenes
  • New Quest: „Invasion!” (WIP: fights with camps leaders are yet to be implemented)
  • Created new paths for „Invasion!” Quest: from north gate and from east road
Abilities and Talents
  • New Effect: Bleed – deals damage based on enemy max health, 2% per stack up to 10% over 8 seconds
  • Rephrased descriptions for previous abilities to match game theme instead of being pure stat dump
  • New Abilities

Restless Blades

The relentless fury of your blades drives you forward, slashing through your foes with unyielding speed. Each direct strike shortens the cooldown of all abilities by 0.5s, feeding your hunger for combat and granting an unbroken rhythm of attacks.

Relentless

Each consecutive attack hones your precision, increasing your critical hit chance by 5%. Landing a critical hit resets this bonus, fueling your unyielding assault

Second Wind

With each foe you fell, a surge of vitality restores 10% of your maximum HP, empowering you to press on through the fray

Deep Wounds

Landing a critical strike inflicts a bleed effect, causing the target to suffer over time. Each critical hit deepens the wound, applying an additional stack of bleed

Relentless Butcher

Each time the warrior applies a bleed stack, there is a 70% chance to immediately add an additional stack on enemy. Years of practice in wielding the blade make their strikes ruthlessly efficient

Blood in the Water

Enemies with 5 stacks of bleed take 50% increased damage from all sources. The sight of a severely wounded foe sharpens the warrior’s focus, making each attack even more lethal.

Sanguine Burst

Channel the power of accumulated bleeding wounds, detonating all bleed stacks on the target for instant damage. The damage scales with the number of stacks consumed. If the target has the maximum number of bleed stacks (5), the detonation creates an explosive area effect, dealing damage to all enemies within a 4m radius. The warrior’s precision turns this final strike into a devastating bloodbath

Enemies
  • Added animations to Training Dummies for when they are hit and when they’re defeated (if you can achieve that)
UI
  • HealthBar separated into smaller components (Armor Display & Stackable Effect Display are extracted for now)
  • Display Stacks of Bleed applied to an enemy below his HealthBar
Core Mechanics
  • New Channel Type UnitEffect
  • Raising events when new stack of effect is applied intentionally
  • EffectSystem allows to increase stack of effects without creating new effect (recursion prevention)
  • New Ability Stat Types
    • Healing
    • Healing Percentage
    • Damage Percentage
  • Reworked formula for counting DPS

Developer’s Note:

The DPS counter now calculates average damage over the last 30 seconds, grouping damage in 1-second intervals. Previously, the counter included up to 29 seconds of empty intervals before damage was dealt, resulting in an inaccurately low average. Now, these empty intervals are ignored, providing a more accurate DPS value as soon as you start dealing damage.

Game Mechanics
  • Encounter Editor tool for creating each wave of enemies, connecting them to paths that they should follow (WIP: use this encounter in wave manager to handle wave popup and music queue)
  • Patrol Paths new property: IsLooped – determine if AI should follow path endlessly, or stop when last waypoint is reached
  • Stackable effects can now be applied independently.

Developer’s note:

Previously, each new stack of a stackable effect would refresh the duration of the entire effect. While this works well for some abilities, certain effects (such as Bleed) benefit from each stack being treated individually. This change allows players to manage and track each stack separately for a more strategic approach

Balance Changes
  • Player HP increased to 2000 (WIP: This will be returned to base 1000, but enemies and abilities are in dire need of balancing)
Bugs
  • Fixed NullReference in followers units when unit that they followed died