Today is a build day, and as per usual the newest build can be found: here.
We've got a fair amount of stuff this week, so let's dive right in.
Changelog, 1.97
-Added a particle system for the crystallize finisher
-Added civ management tutorial
-Re-enabled anti-aliasing which had been disabled for some reason
-Added a particle effect to bot spawning
-Adjusted the can-build star above buildings to be readable
-Added a small particle effect for when the can-build star appears and disappears
-Added the Sundered status effect
-Removed channelling from the shrine menu as it has been taken over by a similar function in the inventory menu
-Updated card upgrading to work off from a system of arrays as opposed to a set number of upgrades
-Note: basically allows me to set how many cards that a card can upgrade into from zero to practically infinity
-Updated the card upgrading widget to display all the relevant information to the player
-Replaced the "Materials" tab in the menu with "Civ Info" tab, which displays all relevant civ statistics along with the contents of the removed materials tab
-Fixed Kerankohora's location
-I can finally say, with confidence, that the follower AI is up to snuff
Player Updates:
-Updated the deck screen to include all of the relevant information about each card in it
-Also finally updated the slots to work on hovered as opposed to on click u.u
-Adjusted the Clergy path's starting deck to include 2 Daze cards
Card Updates:
-Added art for Wall of Ice
-Added art for Refreshing Cloud
-Added art for Fennoc Breath
-Added art for Daze
-Added Hummingbird WitheredLeaf summon card
-Upgrades from Hummingbird Sprite
-Heals as before plus causing an AoE debuff and minor spirit damage
-Rockdancer's Descent now spawns a Saurian to use its drop attack
-Changed damage scaling from 2x player damage to 2.5x player damage
-If the player has a spear equipped, the damage is 4x player damage instead
-Fennec Gout now spawns a Vulpine fire-breather
-Updated the particle system
-Increased mana cost from 110 to 180 as it no longer costs health to cast
-Now spawns 3-5 Hummingbird firesprites, up from 3
-Re-implemented the Daze card
-Has a chance based off from the target's remaining health percent to stun them
-Slowly homes toward a target
-Does a small amount of spirit damage on failure to stun
Enemy Updates:
-Stun now lasts from 6 to 10 seconds, up from 3.5 to 10
-Now restores 15%-35% of health on recovery, down from 15%-50%
-Crystallize now gives no positive influence in any case
-Adjusted the meshes for the Hummingbird race
-Added Hummingbird WitheredLeaf enemy
-Heals enemies in range
-Causes a stacking sunder on targets along with small amounts of damage
-Has a short range teleport
Bug Fixes:
-fixed a bug where if the player finished an enemy as they became unstunned, the enemy would continue to attack until it was removed by garbage collection
-fixed a bug where hummingbird sprites weren't spawning properly as permanent followers
-fixed a bug where enemies continued to take continuous damage (eg. poison, burning) after death
And that's all of that. I'm glad I was able to fit as much as I did in this week, especially since you all can go and try it!
The new Civ Info menu.
Out play-tester actually suggested this to me, along with a civ point tool tip in the inventory menu. I had thought about doing both of them in the past, but I always forgot. But, now one can check their civilization's status, for a Wind Carrier on the go. :p
The new upgrader widget.
I already fixed a bug which I hadn't noticed before uploading the new build. The scroll box that houses the upgrade choices wasn't dumping itself properly, so it filled forever.
And then here we have some card art; nothing spectacular, as it's from me, but something is better than nothing, as far as I'm concerned.
From top to bottom:
Fennec Breath
Daze
Wall of Ice
Refreshing Downpour
And that's all I have for this week. I am officially back to being excited about working on Wind Carrier and I feel like it shows in the quality and the the quantity of my work.
Anywho, until next time,
-Lucas Cady
Project Director
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