Weekly Update #4

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
  • Wave of flames – Push wave of flame forward applying burn to all enemies in its path and dealing instant fire damage
  • Blazing Trail – Using dodge will leave fire on the ground dealing damage to enemies within it and applying burn to them
  • Immolate now uses AbilityStats SO
  • Healing effect (for training dummy & healing orb)
Enemies
  • Training Dummy – One tough son of a bi…
Visuals
  • Burn VFX
  • Heal VFX
  • Conduit VFX (now created as StatusIndicator)
  • Immolate aura is now following object detached from player, preventing it from rotating with him
Core Mechanics
  • Gamepad Support
  • Timed Effects are now aware of their origin unit
  • Combat Log – Helper mechanic which allows to analyze damage dealt to enemies and how skills/talents/effects work in runtime
  • GameText – Text Formatting helper containing set of colors for different types of values (damage, duration, range etc.) for unified display
Game Mechanics
  • Healing Orb: Enemies have a 30% chance on death to drop healing orb, which restores 20% of max health
  • Status Indicators: Simple VFX effects which follows given unit
  • Level scaling – basic stat increase for enemies for each acquired talent
  • Attack indicator – little icon glowing above enemies which signals that they’re about to strike player
  • Anticipation – when enemy is ready to deal damage his animation slows down for a short duration giving player chance to react
  • HitDetection – when enemy attack animation reach critical frame there is a lookup for a player inside dynamically created hit detection object (sphere or box)
  • New Stat: PhysicalPower – scales physical damage
  • New Stat: AbilityPower – scales abilities damage
Balance Changes
  • Dodge is now 100% faster
  • Dodge distance is reduced by 50%
Bugs
  • Immolate is now properly decreasing size when out of combat
  • Enemies sometimes were stuck out of range but still tried to attack player
  • Burn effect stacks were not applied correctly and they were not dealing damage
  • Fixed case when player character was randomly running on game start
  • Fixed case when player character was running in circle when reaching destination
  • Enemy health bar now disappears after death