Hello all!
A larger changelog this week, with a few significant changes and a couple firsts. The S'Hae is being held off until next week because our play-tester didn't get to actually test it last week because I screwed the test dream all up. :p
Anywho, onto the changelog!
Changelog
-Added hit-sparks to anything and everything
-Added a moderate screen shake for melee attacks
-Adjusted some (read: most) attack animations to read better and generally feel better to use
Player Updates:
-Clamped the effects of MCM and Alacrity to 10% - 200% and 50% - 200% respectively
-Added the skills
Bloodfire Engine I - III
-The first unlocks a ritual of the same name, Bloodfire Engine
-Bloodfire Engine converts the mana cost of cards into health cost at a 10/25/50% rate, allowing the player to gain the Sanguine multiplier on spell cards even when mana is more than sufficient
-Added a 'Dismiss Current Ritual' button to the ritual screen
-Does as you would expect and cancels all active ritual effects
Item Updates:
-Added the
Ember Cradle accessory
-First equipment to implement the unique effects system
-Has a chance, when player is hit, to spawn a patch of fire underneath the player which does level dependent amounts of fire damage to enemies
Enemy Updates:
-Increased the range at which enemies will despawn
-Enemies can no longer spawn as the player is
-Added the
Ember Father Saurian enemy
-Ranged artillery
-Tosses explosive embers
-Rarely drops Ember Cradle Accessory
-Added the
S'Hae
-Adjusted the
Leonen Iron Head's attack ranges to make it more consistent
-Increased the size of his weapon collision as well
Bug Fixes:
-Fixed a bug where some enemy magic didn't have a proper element assigned to it
The hit-spark for fire element attacks.
The hit-sparks look mostly the same, aside from the colour and the small particles that escape from the center. I may make those smaller bits larger to emphasize the element.
Bloodfire Engine III
The first persistent ritual, or rather, it's final form. I intend to have all active rituals be accompanied by a particle effect to remind the player that they are active. It may change in the future, but this is what we've got for now.
Persistent rituals will provide a unique, multi-level effect - nothing like simple stat bonuses. I've another in mind that gives a chance when spawning creatures to spawn 1-2 extra for free, for example.
Bloodfire Engine was just the first that I had fully fleshed out, which is odd because it just came to me on a walk yesterday. I've had other ideas just percolating in my head, but nothing that completely got worked out.
Oh, as a side-note, adding Bloodfire Engine got me to get all the code out of the way and the couple new classes so that adding new persistent rituals shouldn't be too much work.
Note: all persistent rituals should save with the player, if not then I guess I suck. :p
I should really write out instructions for myself about how to implement a new this and that; it's getting kinda out of hand in a way. :p
Anywho, that's all I have for this week,
until next time,
-Lucas Cady
Project Director