Weekly Update #31

Gameplay
  • Picking Power Orb will now stop player movement
  • Player movement now smoothly transitions from idle to running and back to idle, eliminating abrupt snapping
  • Weapons in Auglen can now be switched freely
  • Healing Orb drop chance reduced to 50% (from 80%)
  • Introducing new „Stealth” mechanic!

Developer’s Note:

Enemies in Stealth become shadowy figures, blending into their surroundings with reduced visibility. While stealthed, their movement speed is halved, making them appear cautious and calculated.

They cannot be directly targeted. No auto-attacks, smart aim, or healthbars to give them away. However, they aren’t completely untouchable. Swinging your weapon blindly, landing AoE attacks, or manually aiming will still let you disrupt their shifty plans.

Stealth adds a layer of tension and strategy, rewarding players who can stay alert and think beyond simple targeting systems.

  • BackStab: Created new event raised when damage was dealt from behind
AI
  • Introduced Attack Throttling

Developer’s Note:

Enemies now politely take turns attacking the player, ensuring you’re smashed across the face evenly by them one hit at a time (well… 3 hits). Because they’re considerate like that and don’t want to mercilessly gang up on you. Ranged enemies, however, are still jerks

Enemies
  • Devilish Vine Monster:
    • All summoned tentacles now perish alongside their master. No more rogue appendages lingering after the show!
  • Wolf:
    • Shadow Stalker: After a warning howl, the Wolf enters stealth, becoming smoky and semi-transparent before vanishing in a cloud of smoke to reappear ~5m behind the player. While stealthed, its movement is slowed by 50%, but if it reaches the player, it deals a devastating 100 damage. Attacking from behind adds a 2-second stun for extra danger. Players can counter this by hitting the Wolf with AoE damage or simply waiting out the 6-second stealth duration. Prepare for tense, tactical encounters!
Visuals
  • Added stun animation for player character
  • Improved visibility of attack indicators

Developer’s Note:

Enemies are now highlighted with a brief flash to signal when their attack is ready. The highlight gradually builds over 1 second, culminating in the flash, after which players have 1 more second to react

Audio
  • Reduced overall volume of village ambiance and implemented a multi-point sound source system for a more immersive audio experience
  • Player footsteps now play correctly in both audio channels
UI
  • Switching targets now moves the new enemy’s health bar to the top layer of the UI, ensuring it is always rendered above other health bars
  • Health bars now scale proportionally on both axes to prevent inactive bars from appearing distorted
  • The opacity of inactive health bars has been reduced from 50% to 25% to minimize UI clutter
  • Changes to scaling and opacity are now smooth and gradual, creating a more fluid visual experience
  • UI elements have been organized into three groups based on their recalculation frequency
  • Active skills now emit a subtle red glow when their use fails, such as when no valid target is available
Internal
  • Implemented Poisson Disk Sampling for Free Space Detection, ensuring more evenly spaced random positions and significantly reducing the number of iterations needed to find available spots
  • Implemented logic for revoking powers

Developer’s Note:

For now, this will only apply to changing weapons and their starting powers, but it’s part of a larger system overhaul tied to restarting the game upon the player’s death. Removing a talent isn’t as simple as just “deleting” it—there’s a need to ensure that all associated VFX, SFX, and events are properly cleared to prevent lingering effects or unexpected behavior.

Temporary Solutions (That might be permanent)
  • Adjusted the failsafe for enemies falling through the ground. Previously, they were heroically teleported back to fight another day… often into bushes, rocks, or other inaccessible places. Now, instead of becoming part of the scenery, they’ll meet a swift and dignified end. Farewell, ground-dwellers. You wanted to be buried, so let it be!
Bugs
  • Resolved an issue where players using Keyboard & Mouse controls could click outside the Auglen area, causing them to exit the town through the Power Orb while the power selection menu remained open
  • Fixed an issue where the player character could randomly start moving in an unintended direction at the beginning of gameplay
  • Fixed an issue where the Passage in the Invasion of Auglen map would immediately become accessible during the second run through the area
  • Resolved an issue where the Boar attempted to drift during its charge ability

Developer’s Note:

It looked awesome, but wasn’t exactly part of the plan. Sorry, bro… I mean, Boar

  • Resolved an issue where stun animation was applied to dead enemies
  • Resolved an issue where the FreeDetectionSpace component failed to detect any available spots, despite its valiant efforts to succeed
  • Fixed an issue where Earthquake, Thunderclap, Blazing Trail, and Wave of Flames could be mistakenly spawned mid-air. They’re now grounded, as nature intended
  • Sorted layers for Eartquake and Wave of Flames so the latter wouldn’t render beneath eartquake VFX
  • Adjusted layer sorting for Earthquake and Wave of Flames, ensuring Wave of Flames no longer renders beneath Earthquake’s VFX