- werewolf playable class
- override animations for different claw styles
- ninja character prefab
- several assets and textures
- ice shard now actually is an icicle
- Bonus 5% xp per rep level
- Relative power level values and respective ranks (E-S+)
- small bugfix on ability/class unlock info message
- added less bright light when class is unlocked on character creation screen
- Removed base slashes of other classes from the human possible builds
- New human class specific autocast ability "Sword Art"
- New knight ability "shining light"
- bugfix build manager on starter builds not correctly assigning keybinders with defaults
- added 2h ranged shoot animation
- added shoot animation type for abilities
- new weapon visual handler swaps visual weapons based on ability queues
- New enemy Crazied Orc Grunt basic + Boss
- New abilities for crazied orc grunt
- bugfix Damage input modifier effect instance not using stat scaling properly
- updated damage input/output modifier effects scaling
- Added QoL shift+click on stat point allocation button to add +10 in a single click
- 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
- 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
- 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
- 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
- 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.
- NPC controller reworked completely
- ability priority list for npc's
- npc's with animations
- damage over time effect added
- burn, poison and bleed over time effects added
- Added Player account data with list of characters
- Added character selection scene
- Loading and saving characters flow working with account names as filters