- werewolf playable class
- override animations for different claw styles
- ninja character prefab
- several assets and textures
- ice shard now actually is an icicle
- 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
- 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
- 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)
- 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
- 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
- Targetting tags can now hold more than one tag, keeping IsValidTarget, AlliesContains and HasSameTag checks available.
- Added generic target tags for enemies and players
- Optional specific targetting tags if needed for future enhanced targetting
- 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
- ability cooldown tracker implemented on players.
- added cooldowns to multiple player spells.
- added cooldown tracking on Ability bind instances, allowing players to see their spell icon on cooldown, filling out.
- fixed melee slash hit vfx, no longer spawning on non-targettable units.
- fixed area of effect over time bug that prevented it deal damage if it was following a target and had "!damagefollowingtarget" flag.
- added callback on blend in /out for death related VFX
- 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
- burst of hope (second priest ability) added
- instant value effect with modifiers based on targets
- damage income modifier effect added
- status effect option to apply to targets hit
- status effect option to apply to self