Introduced stun mechanic – enemy is unable to perform any action
Introduced interrupt mechanic – channeled abilities of enemies can be interrupted
Player attacks can be customized with a „Knock Back Force” parameter. If set above 0, the attack will push the enemy backward up to 3 meters. Should the enemy collide with an obstacle during the knockback, they will be stunned for 2 seconds
Encounters can now be generated dynamically using CombatRating property
AI
Created Channeled Ability Node
Added new properties to every unit: CanBeMoved, CanBeStunned, CanBeTargeted, CanBeRooted
Enemies
Gnoll Shaman:
Created base attack cast animation
Created looped animation for channeled attack
Acid Rain is now casted as Channeled Ability and can be interrupted with knockback
Talents
Burn Effect:
Burn damage is now scaled with Ability Power
Obsidian Scales:
Revamped the damage storage system for Obsidian Scales. Damage is now organized into buckets, with each bucket corresponding to an Interval Tick. Each bucket’s damage is distributed individually over its Duration. Previously, all damage was combined into a single bucket, which reset its duration with every hit, resulting in large, uncontrollable damage spikes compared to direct hits.
Tectonic Pressure:
Ability updated to align with the changes to Obsidian Scales. While the core functionality remains the same—clearing 50% of the damage stored—it now prioritizes clearing buckets with the least remaining duration, up to the total damage cleared, rather than simply halving the stored damage
Visuals
Created Stun VFX
UI
Added Channel progress on enemies healthbars
Healthbars can now display numerical value of enemies health (toggeable with game settings)
When new relevant status is applied it will be displayed above healthbar for a brief second
Reworked UI for displaying Obsidian Scales into „IncomingDamage” which will show all DoT damage that will be applied to player
Internal
Created StatusSystem for enemies to handle actions such as knockback, channeling, stun, stealth
Added interrupt property (and event) to countdown component
Created GameSettings data object
Distance at which player stops before enemy now takes into account size of enemy model
Added debug tool for free space detector which returns log if any incorrect (non-convex) collider was found
Bugs
Resolved an issue where ambient sounds and pickup effects were inaudible due to the player being loaded asynchronously
Resolved an issue where Invulnerable status was calculated incorrectly
Resolved an issue where Blood in the Water debuff would persist indefinitely
Resolved an issue where Invulnerable effect was bypassed by some damage sources
Resolved an issue where healthbars had some values kept from previously assigned enemy
Resolved an issue with enemies spawning over each other in „Invasion of Auglen” scene