Full notes
Full Temple of Eternal Suffering update
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What changed
- Gameplay
- Fixes
- Balance
- UI and audio
Temple of Eternal Suffering changes
Hi, back to some in-engine work. This time I have imported a new model for the Mech Suit, updated all Mech animations to match the new base model and added new enter and exit Mech VFX. Aside from that some bigger changes to the melee attacks (better collision tracking) and changing some procedural items calculation logic.
Added new Vertex Color masked by channel material.
Added new Mech Suit model
Updated Mech Animations. Changed mech gliding activation and resource consumption logic. Moved level up system to Enemy skill injector. Added new Mech Textures.
Retargeted Mech Suit animations. Fixed other Mech Suit animation issues.
Added blood effects when entering mech suit. Fixed stamina consumption when dashing in mech suit.
Updated Particle on entering and exiting Mech Suit. Fixed Ejected Mech suit possition. Added Blood effect on damage for Player Character.
Adding new Melee attack logic, animation based.
Added new Melee attack logic. Changed Attack range value calculation to a static number per weapon. Updated all attack animations to new attack system. Updated Tooltip and character screen UI stat panels. Removed Attack range stat from card upgrade. Updated Enemy collision type when dead.
Changed Special attack stat display on tooltip. Fixed Special attack resume after interrupted attack.
Changed Random item power range stat calculation logic. Updated Hero and enviro special lights intensity.
Updating Random Item Power percent calculations.
Updating Item generation logic. Added Item Level to item tooltip Thank you for reading this Dev Update, and I will see you in the next one :)
Michael
Source
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