Full notes
Full Temple of Eternal Suffering update
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What changed
- UI and audio
- Balance
- Performance
- Gameplay
Temple of Eternal Suffering changes
Hi, this week I've updated the Combat UI Visuals and added a bunch of logic for different meters and out of resource visual warnings. Additionally I have simplified basic attack logic, and started to add a new weapon type (Gun type).
Updating procedural item generation and scoring logic
Updated UI Item tooltip.
Updated crit chance logic.
Updated Item Tooltip and item generation logic.
Updated Loot generation item level calculation logic. Added invulnerable state after entering and exiting the Mech suit. Prepared base for Overheat progress bar material.
Added Mech Overheat shader and logic for Overheat update.
Updated Combat UI. Added logic for warnings when there is not sufficient energy, stamina or when Mech is overheated.
Switched Combat UI layer order.
Changed animation layer blend for turn in place Mech anims. Changed Skill Injector pickup type to Interact. Added additional check for Special attacks to not launch another one when the current animation is playing. Added calls to UI for insufficient energy and stamina.
Prepared base for new weapon type - Short Shotgun
Added new Short Shotgun animations. Added new base logic for gun attacks and projectile spawns from gun barrels.
Enabled mesh rotation animation blend for Combat Idle animations.
Changed Logic for calculating attack speed and simplified basic attack logic. Changed Animation Montages settings. Updated how Attack speed is calculated for tooltips.
Added new gun sounds. Changed weapon projectile collisions. Updated Gun animations. Updated 2h sword special attack animation logic. Thank you for reading this Dev Update, and I will see you in the next one :)
Michael
Source
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