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In making progress for the next few areas, there are a few things that I realized needed some attention and I got sidetracked on, so I feel I should talk about them a bit:
(All these are works in progress, of course)
- Enemy Health Bars
Some of the new areas introduce regenerating enemies and some pretty tanky enemies, which makes it harder to judge how well a combat encounter is going when you don't know the enemies HP.
There's more that can be done here, as it would be neat to highlight enemies resistances or if they have immunity to a certain damage type, but this starts getting cluttered way too quickly and leaves a lot to be desired.
- Weapon Attacks
Some of the weapons have had their attacks updated, which notably has doubled the knife/dagger's attack speed.
You likely have also noticed that heavy attacks for most weapons is the 'air slice', but this will be getting updated for many weapons to something more appropriate for the weapon/element/damage type.
- Magic Changes
If you played some of the much earlier betas, you might recall some of the magic worked differently for some elements.
Well I am adding a tab within the inventory so that when you learn a new magic spell or element, it can be changed to something else.
This will give you the option of, for example, using the ice pillar magic on snowy surfaces, or swapping it to the original ice spikes if that's what you prefer.
On that note, the default 'spell' when you use magic directly on enemies will now be the air push:
There are some animation/AI changes that are still in progress, but we'll talk more about those when the update is released, which is hopefully 'soon'.
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