Full notes
Full Temple of Eternal Suffering update
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What changed
- Balance
- UI and audio
- Gameplay
Temple of Eternal Suffering changes
Hi, with this week I have finished changing all existing melee weapons to the new combat root motion based system. I've remade all attack animations for Hand Combat and Dual Daggers/Shortswords. Added new enemy stagger logic depending of how much damage in a quick succession they take and other bug fixes and adjustments.
Added new Dual Dagger root motion animations. Added new Melee weapon enemy hit audio.
Updated Dagger Special attack with new Root motion based animation. Changed character melee Dash animation. Enabled logic to destroy incoming projectiles with melee weapons.
Added Enemy Stagger Logic. Updated enemy special skill interrupt and activation logic.
Added new throwback/stagger animation for enemies. Add more checks to prevent enemy attacks if one is staggered.
Added new Stagger animations. Updated Watcher enemy attack check logic.
Updated Small Enviro objects light settings. Added logic for min percent range change for generated items power that also scales with hero level. Added new enemy stagger animation.
Added new Hand Combat animations. Added logic for increasing chance of better loot drop.
Updated Hand Combat animations and added new ones. Changed unarmed combat to work on the same melee system as other weapons.
Updated Hand combat animations. Removed unused nodes.
Added additional check for equipped dual ranged weapons for laser pointer visibility. Changed Horde event UI text. Updated minimap shader.
Added Mech Suit Hand Combat anims. Added new Hand Combat Idle anim. Updated melee enemy AI. Added stagger check before enemy turn in place logic.
Thank you for reading this Dev Update, and I will see you in the next one :)
Wojtek Michael Wisniewski
Source
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