In this update6
Full notes
Full Alea update
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What changed
- Gameplay
- UI and audio
- Store
- Balance
- Fixes
Alea changes
PLAY TEST
The playtest weekend went very well. We had good turnout and tons of matches. Alea continues to be well-received by new players.
Most importantly, the underfilled-matches (1v0, 2v1, etc.) problem does appear to be addressed with my new matchmaking changes. This was by far my biggest technical problem, so it feels good to see it working properly now.
NEW CHARACTER
Most of my current work is on the new character. The first of his forms is 90% done, just adding things like sfx, etc.
Nothing official to show yet, but if you've been watching YouTube or TikTok, you may have seen a sneak peak...
COSMETICS: WEAPONS
Currently, the only cosmetic type that exists E2E is Emotes. I'm about halfway through the 2nd type, which is Weapons. This involves a lot of boring backend stuff, but I'm about ~50% done.
Mostly I've been going through all the client code and refactoring it, as until now it's all placeholder. I want to prio this for the next update.
GAMEPLAY & BALANCE
By far the biggest change was the new matchmaking ticket auto-deletions. Based on the playtest, this works well
Melee attacks can now be aimed vertically. This required a huge rewrite of our shared animation state code, but it was worth it. In fact, all animations can now look up or down simultaneously
Frost Nova: animation made a slightly snappier
Archer, Mage: +15 Max Health
Viper Sting: now does less upfront damage, but Poison lasts longer
Push: +5% XY strength
UI/UX
The way menus work has been slightly rewritten. Closing a menu should now feel snappier, and several bugs have been addressed involving multiple menus opening simultaneously
Player outline colors now denote intuitively denote states, ex: green for healing, green for Resting, gold for Invulnerability. Still adding some things here
In preparation of cosmetic weapons, I completely rewrote the way "equipables" work in terms of both data and UI. I now have an "equipable grid" that can work with Emotes, Weapons, etc.
BUGS
Fixed a bug where stepping on an invisible wall did not produce footstep vfx, sfx
Fixed a bug where landing on an invisible wall did not produce landing vfx, sfx
Fixed several corrupted Gameplay Effects which were not sending their proper events for UI, etc.
Fixed a collision bug in Harbor where you could get stuck inside geometry
Fixed a collision bug in Flooded Castle where you could get on top of the large pillars
Fixed a bug where some fonts did not have a way to produce special characters
Fixed a bug where Resting while switching Heroes caused an invalid state
Fixed a bug where turn-in-place was happening in Ghost form
Source
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