![]() Some melee attacks which did DoT (damage over time) disruption damage were doing more damage than intended.Fixed a bug with some of the ability development tools, to ensure that they show the correct tags used to match against effects.Fixed some bugs related to using the correct weapon tagging when using two-handed weapons.Melee 2.0 shouts now can benefit from the Booming Voice trait.Fixed a couple of different issues that prevented statuses from displaying correctly in the UI, when the same status was applied multiple times at the same moment.Updated the ability system to allow for skippable repeating phases on abilities.Cleaned up old style slash commands and converted them into entity commands.Added a new rectangle spawn location shape and unified spawn location specification options in the Overmind.Added a new data sheet for weapons where they can be defined in one single spot, instead of being split across multiple data sheets.We’ve given the remaining ability components the same treatment where needed. Finally, we scaled up melee ability hit boxes, depending on the size of the character performing the ability.We also updated many of the Melee 2.0 ability components that we recently rolled out, in order to fix or clarify description text.When taking damage in combat, a character’s innate health regeneration now pauses for a short time – keep that in mind when you go into a fight!.Done – Design – Stats and Ability Updates.This new feature is making its way through the Launcher deploy process now, and then will be used by our trait data in the near future.This could mean that there are minimum and/or maximum numbers of traits that can be selected from the group. Traits can also belong to an exclusion group.When a trait has a prerequisite, it means one or more other traits must also be chosen in order to select it at character creation. We’ve begun implementing the concept of trait prerequisites and exclusions. ![]()
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