Full notes
Full Temple of Eternal Suffering update
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What changed
- Gameplay
- UI and audio
- Balance
- Fixes
Temple of Eternal Suffering changes
Hi, this time a lot of visual updates - added procedural foliage spawn logic, added additional lights and some atmospheric effects, updated some attack animations and attack visuals. Aside from that I have fixed some other issues/bugs and updated attack logic to feel more fluid.
Added light to main character BP. Updated map lights channel (Light only affects specific channels). Changed Anim notify audio name.
Updated normal attack logic, changed how animations notify for dealing damage during the normal attack (updated all attack animations). Added failsafe logic to hero skills to not be interrupted. Changed enemy and hero projectrile logic to not destroy eachother on impact. Changed hero Steel Witch animation set when out of combat.
Changed spear projectile type. WIP Fixing Retrieve machine storage in dungeon issue.
Updating Retrieve machine save and slot load logic.
Fixed saving retrieve machine and storage box. Updated refreshing information on slot icons
Added new Dual Daggers Special attack audio and added new visuals. Changed assigning registered items logic.
Added new Item (Cape). Updated cloth assets.
Updated Fist and Behemoth Idle animations. Changed some assets lighting channel.
Added procedural foliage generation logic. Added base for additional atmospheric FX spawn in dungeon rooms.
Added new Light shaft logic with inverse fog color lights and created new light shaft assets.
Updated Assets lighting channel. Added rotation to Light Shafts. Added logic for killing leftower enemies after boss death. Updated Post Process Fog settings. Updated Boss room distance for player check (Check before boss spawn).
Added random level fog color select. Added spawn particle for enemy spawns. Updated few dungeon rooms visuals.
Added new in game cursor Thank you for reading this Dev Update, and I will see you in the next one :)
Michael
Source
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