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  • Writer's pictureNostalgiq

Update 2023 - Q3

Version 0.0.10

 

This update was focused on combat and improving the overall experience that it offers. Bonuses, weapons, calculations, and all other mechanics related to combat were revamped. New ability types and spells were added.


AI

  • Reduced the look ahead tolerance of NPCs chasing the player.

  • Smoothed out the way characters follow the party leader.

Animations

  • NPCs can now have their animator speed tuned via the editor.

  • The NPC Animator can now dynamically swap between weapon attack animations and unarmed attack animations. More improvements to come with this at a later time.

  • The NPC Animator had some transition timings improved to play smoother state changes.

Balance

  • Adjusted the damage of most NPC auto attack abilities.

  • Adjusted the starting health of some mobs and the Warrior.

Bonuses

  • Additional logic checks for Critical Strike have been added. Entities cannot crit unless they have the Bonus.

  • Dodge, Parry, Riposte, and Triple Attack are now all available for use.

  • NPCs can now be Hearty and Immune to Disarm. Support for additional NPC Bonuses will continue to be added.

Bug Fixes

  • Adjusted when aggro checks happen to prevent instances where NPCs could get an attack off just before they were incapacitated.

  • Fixed a bug where NPC AutoAttacks were not being reduced correctly by their Attack Speed.

  • Fixed a bug where Stat State Effects were not being correctly applied to NPCs after cast completion.

  • Fixed a bug where a fully looted mob would still show the loot bag mouseover.

  • Fixed a bug where a missed attack that should have triggered aggro and combat, did not.

  • Fixed a bug where a mob would be looted immediately if it died to a right-click in one shot.

  • Fixed a bug where an item icon would get stuck on the screen if a loot bag was exited with an item on the cursor.

  • Fixed a bug where learning a spell didn't add it to the corresponding Learned list for the Player.

  • Fixed a bug where stunned entities could still look at their target.

  • Fixed a bug where the AI would reset their health immediately after killing the player, even if they should still be in combat.

  • Fixed a bug where the Entered Combat message was displayed constantly when in-combat.

  • Fixed a bug where the player target would display incorrect data.

  • Fixed a bug where the player would sheathe their weapon mid-attack after combat ended.

  • Fixed a bug where you could learn a spell you already knew.

  • Fixed an issue where AI Entity tracking wasn't correctly tracking mobs as they died and respawned.

  • Fixed an issue where Disarm would not trigger correctly.

  • Fixed an issue where the incorrect value would be returned for the Players Combat Skill.

  • Fixed two bugs where the players target could be changed by an NPC, or an NPC that should have been targeted would not be.

Chat Log

  • Added colors to the Chat Log. For example, NPCs attacking the player will show text in red, players in green, etc.

  • Added the ability to send flavor messages to chat based on player interactions with the world.

Classes

  • Added the Backstab ability.

  • Added the Headcrack ability.

Combat

  • Added a new ability type: Pacify. This can be used to adjust the aggro and vision range of NPCs.

  • Added the Multi-Strike Stat, which will impact how players and NPCs Double and Triple strike with their Auto-Attacks.

  • Added threat handling to the game. Mobs will now have behaviors that let them handle who they target more dynamically.

  • Adjusted the Combat Skill returned for the Player when they are Dual Wielding.

  • Adjusted the starting Combat Skill of most most Species.

  • Auto Attacks now revert to Unarmed when no weapon is equipped.

  • Auto-Attack logic is completely rewritten. Damage calculations now factor in Combat or Weapon Skill, fighter type, and the resulting damage ranges are now "tier" based.

  • Combat Damage calculations have been revamped, and now include Double and Triple attacks, as well add Dual Wield auto attack triggers.

  • Completely reworked the way Parry was implemented and calculated.

  • Dexterity increases the likelihood of a Dual Wield's OffHand attack triggering.

  • Directional checks can now be added to Abilities. (Cast only from behind/in-front, etc).

  • Disarm now considers the player location with respect to the nearest weapon on the target when disarming.

  • If an entity has Dual Wield and no weapon is equipped in the Off Hand, it can trigger Unarmed attacks.

  • Mobs can be set to not aggro higher level entities.

  • Mobs no longer have a static Combat Skill, and now can be set up to have additional Combat Skill per level.

  • Mobs will now aggro the closest enemy when multiple valid targets are available, instead of the first one in their potential target list.

  • Mobs will now switch to the highest threat. More unique behaviors to come down the line.

  • NPC Auto-Attack damage is now affected by their equipped weapon.

  • NPCs can now equip Shields. The stats of the shield are added to the NPC.

  • NPCs now display the weapons they have equipped.

  • NPCs will now "Call for Help" as they are in combat. Previously friendlies would only help when a combat action took place nearby.

  • Physical Damage mitigations, such as Dodge, Block, Parry, and Riposte now can be modified on a per-effect basis.

  • Player Auto-Attacks now have independent calculations for each hand.

  • Riposte is now a Bonus that allows a player or mob to deflect an incoming attack and counter with their own.

  • Shields can be used to block damage from incoming Physical attacks.

  • Spells and Abilities can now have Damage Caps as well as Damage Per Level and Cap settings.

  • Threat can now be calculated several different ways and applied to an NPCs Threat Table. This will continue to be iterated upon.

Editor

  • NPC vision gizmos now respond to Pacify effects.

Effects

  • Effects can now have an increased duration based on caster level and rank.

  • Pacification can now totally pacify the enemy, stopping them from all actions until they take damage.

Gameplay

  • Added Factions as an Aggro Link type.

  • Added some new combat and spell casting skills to the game, which can be improved through combat and casting.

  • Effects can now have their Durations adjusted depending on relative cast positions. Damage and Cooldowns may come in the future.

  • Experience will no longer be granted when the player is far above the NPCs level. More tweaks to this may come later.

  • NPC corpses will no longer be lootable after they have been fully looted.

  • NPCs will be removed as a target when they die.

  • NPCs will now show their equipped weapon in-game.

  • NPCs may now Dual Wield weapons. Their damage is affected by the weapons they have equipped.

  • Removed the item comparison section from item tooltips. This is not in the spirit of Delora.

  • Smoothed out skill increase rate so long streaks without a skill up will be less likely.

  • The player will no longer automatically start auto-attacking when they're attacked. This is to prevent spells, like Lull or Beguile, from being broken by an auto-attack that the player never requested.

  • When a dead NPC's weapon is looted, it will visually disappear.

Itemization

  • Further refined the Damage and Speed ratios of some starting weapons.

  • Items can now be marked as consumable, and used by the player.

  • Spells can now be added to the SpellBook via item scrolls.

  • Weapon Damage and Delay values were re-evaluated and modified slightly.

UI/UX

  • Stackable items will now show a quantity of x1 in the inventory if only one is present.

  • The on-screen cast bar will now update correctly when swapping characters.

  • The spellbook will now correctly show the spells owned by the active player.

  • Unstackable items will no longer show a quantity multiplier in the loot window.

  • Unstackable items will no longer show the quantity multiplier in the loot window.

  • Weapons no longer show a damage range. They now just show a single DMG stat, along with the Atk. Delay.

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