Full notes
Full Temple of Eternal Suffering update
Read the full published notes in a cleaner layout. The original post stays linked below.
What changed
- Maps
- Gameplay
Temple of Eternal Suffering changes
It's been a bit of a slower week because of Christmas, but I still managed to squeeze in some updates. To work on something less taxing, I added the base for a Dungeon Map and some nice animation switching so that running around the dungeon outside of combat feels more natural.
Fixed Detonator enemy not appearing after pool sequence (after being reinstated in to the map).
Updated Spider boss logic. Updated Spear skill telegraph to stop when colliding with a obstacle. Updated Spider boss rig to account for map elevation. Updated DEBUG teleport in dungeon.
Fixed Skill Box spawning, after change to the new pooling enemy system. Updated Dungeon Room spawner with better enemy placement logic. Changed attack cone height to work better on elevation. Added logic to hide enemy skill telegraph after death.
Prepared base for Out of Combat Animation Switching
Updated base for out of combat animation switching
Added out of combat animation switching to the equipped weapon. Prepared base for Dungeon Map logic.
Changed Nav mesh bounds calculation logic. Updated Dungeon map bounds calculation logic.
Thank you for reading this Dev Update, and I will see you in the next one :) Michael
Source
Changelog.gg summarizes and formats this update. How we read updates.
