I managed to get Wind Carrier to compile and build, but I'm going to delay the next update until our play-tester gets his hands on this build and tests it for a bit.
Anywho, changelog
Changelog
-Added a different song for nights
-Increased the volumes of various UI sounds
-Added UI sounds for the tutorial widgets
-Added more sounds here and there
-Increased the nav mesh size, fixing any crashes that that may have caused.
-Added elemental swooshes, pierces, and spins
Player Updates:
-Drastically lowered the health and mana regeneration gained per level
-Added the skills Banquet of Spirit I-III
-Spawns hungry spirits around the player when they are hit or deal melee damage
-Spirits charge at enemies and explode, dealing AoE damage which scales based on player level and MCM
-Dodge now cancels the current attack
Item Updates:
-Throwing axes now fall more slowly
-Note: Enemy projectiles also got this treatment
Card Updates:
-Added card art for Call Lightning, Pinecone Bomb, and Shimmering Bubble
Enemy Updates:
-Vulpine Trickster
-Changed the preferred range a bit so it doesn't try to move INTO the player
-Lowered the attack delay from 1 to .75 sec
-Saurian Treefeller
-Now has a larger preference for ranged combat
Bug Fixes:
-Fixed a bug where when upgrading a card, the interface wouldn't properly re-fill itself with cards
-Fixed a bug where projectiles had collision which interfered with their damaging capabilities
-Fixed a bug where the Atmospheric Fog actor was causing lighting issues
-Fixed Vulpine Garb's value - is no longer 0
-Fixed a bug where, if the player entered a cities stream range while transformed and then de-transformed, the city would stream out
-Fixed a bug where, when teleporting closer to the player, followers would sometimes spawn in the ground, forcing them to teleport infinitely
-Fixed a bug where follower widgets wouldn't properly despawn occasionally
-Fixed a bug where the poison from a combo level 4 dagger attack was despawning as it spawned
The Elemental swooshes mid-swoosh. They also come in different shapes and sizes based on the attack that was used.
In order:
Physical, Air, Earth, Fire, Water, Spirit
Card Art:
Call Lightning, Pinecone Bomb, and Shimmering Bubble, respectively
I spent far too much time this week working with distance fields in UE4. It ended up being far too expensive for what I wanted them for. Though they are still active on the water material.
I feel like I've been having a bit of an off time recently. I probably won't even get a lot done next week as I've a crap-ton of running to do. Bleh.
Anywho, until next time
-Lucas Cady
Project Director
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