Weekly Update #47

Gameplay
  • Weapon damage scaling is now separated from Physical Abilities scaling
AI
  • Removed DangerIndicator from enemies SpecialAbilities

Developer’s Note:

It was unintuitive and hard to do in a flexible way. If any special ability requires danger indicator it can create it on it’s own using proper manager

  • Greatly simplified special abilities workflow with new universal AI Behaviour Tree
  • Summon Tentacle reworked into ScriptableAbility
  • Devilish Vine Fireball reworked into Scriptable Ability
  • Added Danger Indicator for Devilish Vine Fireball
  • Acid Rain reworked inot Scriptable Ability
  • Protection reworked into Scriptable Ability
  • Whip reworked into Scriptable Ability
  • Charge reworked into Sciptable Ability
  • Shadow Stalker reworked into Scriptable Ability
UI
  • Player healthbar is now using PendingDamageComponent to display incoming damage
  • Enemies healthbars are now displaying all pending damage from burn and bleed effects using PendingDamageComponent
Internal
  • Created Pending Damage Component
  • Obsidian Scales, Bleed and Burn effect now implement IPendingDamage
  • Internal channeling support for enemies abilities
Bugs
  • Resolved an issue where Obsidian Scales ticks contributed to players DPS
  • Resolved an issue where DPS Metrics displayed „Player” as a source of damage

Developer’s Note:

Each damage is dealt by player, metric should always inform what was source of this. In this case backstab damage was incorrectly pushed without source name which resulted in default origin name

  • Danger indicator for Whip ability now displays properly