- Crafting UI fully functional
- Crafting Stat stones and modular equippable items fully functional
Notes:
- Urgent need for exclusive(auto sorted) inventory for stones only
- Something to do with the "trash" modular items instead of just selling
- Add new uses for gold besides equipment, preset items will probably be worthless with modular crafting
- Turned multi job reward button click into a whole new content
- Rift raids open up on multijob completion, allowing players to dive deep and take action into the rifts themselves
- Slight increase to priest, necro and mage scaling
- Updated overall item drops on all enemies:
- bosses are guaranteed to drop one item
- drops are weighted and with min/max difficulty restrictions
- Fixed issue on projectile hit events that triggered multiple times.
- Implemented % costs for health and mana
- Updated key binding UI slots to show health costs if present
- New Necromancer projectile AoEOverTime ability: Bonestorm.
- New Vamp/Cultist/Satanist summon ability: Bloody Shadow.
- Implemented Damage output modifier effects to all characters, allowing to temporarily increase/decrease the target's output
- Added a complete set of priest abilities, when they want to join the dark side:
- New Corrupted slash priest melee ability
- New Shadow Orb priest projectile ability
- New Burst of Corruption AoE ability
- New Corrupted Grounds AoEOverTime ability
- New Tainted Star AoEOverTime ability (future signature spell)
- Added stackable damage income modifier to enemies hit by all corrupted priest abilities, making him insane in cursing and group utility.
- Updated damage income/output modifiers to allow optional stacking of the same effects
- Updated mirror image visuals
- New Vamp/Cultist/Satanist ability: Bat Swarm
- Updated Channeled abilities to have a cost per tick, and lowered initial costs significantly to take this into consideration.
- Build Manager system to allow swapping, saving and loading build setups for characters
- Necromancer new channeled ability: Soulfire
- Mage new melee ability: Cold Slash
- Mage new summon ability: Mirror Image
- Added summon ability support to spawn more than one minion per cast
- Barb/Naturalist Rain ability
- Barb/Naturalist Eye of the Storm ability
- Mage lost Charged up class signature ability
- Mage mana barrier is now temp signature ability
- Mage Glacial Bomb back to slot 4
- Knight Challenging Shout AoE Taunt ability
- Mage Firewall AoE Burn ability
- Added support for movement speed modifier effects to slow enemies instead of only buffing allies.
- Added different movement speed minimum cap to enemies and bosses
- updated all abilities to scale with new stat system
- updated difficulty settings using new stat system
- added S+ difficulty as the end game
- updated items using new stat system
- small re-balance to make things a bit more fun to test
- working max health, properly setting health component values and showing scales on UI
- working armor & magic resistance, properly mitigating incoming damage based on damage type
- added 2 end game sets (mage and vampire)
- updated player health and mana regens (greatly decreased, mostly endgame ridiculous scaling)
- updated movement speed modifier and caps (greatly decreased, mostrly endgame ridiculous scaling)
- fixed possible null on show tooltip of consumable item that was just used.
- fixed an issue preventing all characters from being loaded on character list if one in between was pointing to a null reference in playerprefs
- ALOT of new icons
- Network Area of EffectOverTime With Tick Event ability type
- Movement Speed modifier effect
- Vampire class signature ability
- vampire new ultimate ability
- Vamp's Den playable zone (dev level design), pls send help artists
- Vampire playable character class (WIP)
- Bugfixing & changes to enemy spawning system
- spawning is now taken care by the actual gamescene based on the zone data, instead of network manager
- each zone data now have a list of possible enemies for that specific zone
- Knight class signature abiliy
- Knight new ultimate
- Priest class signature ability
- new effect edits
- Added optional Network chain aoe over time for Impact Event abilities
- voting now fully cancels and clears when atleast one player cancels or closes the voting UI
- when selecting a job and voting, the zone is stored on all players, allowing to load different zones / jobs
- Added Necromancer ultimate ability (Summon Golem)
- Updated and bugfixed golem minion
- Added New slam ability for golem
- Bugfixed damage over time effect calculate final damage when owner no longer exists
- Fixed an issue causing items to be vendored even with vendor closed
- Added an option for instant effects to generate class resource per hit for the user
- fixed an issue where some extended ability scripts were not spending all required resources (inheritance issue)
- Added a class-based melee ability for Mages
- Added a class Signature ability for Mages to make use of class resource
- Max Particle significantly reduced
- preload ability assets & most shaders
- fix coroutine error on channeled abilities
- billboard random flickers fixed
- spin to win animation and rotation sync fixed
- Players can now die (finally)
- Solo players have a single cheat death per scene (reviving automatically after the first death)
- group players have revive mechanic, where a player faints when his health gets to 0, creating a revive circle around him, other players can stand on it to revive him. if after x seconds they don't get revived they bleed out and stay perma death until scene changes or all players die
- Multiple VFX added using post processing for cheat death, fainting, reviving, and perma death events.
- stopped players from moving and pressing keys when dead
- enemies now change target if they try to attack a dead/fainted target.