Hello all,
Zombie here with the October update, giving you a brief run down on what we did and are doing.
Code
This month Solarsplace worked on the Toahuggoa (a giant toxic toad for episode 3)

The Gorgonops class has been updated.

A new function was made so that via blueprint we can force a stun on an enemy, good for specific things like Nub-Yeg's stun attacks and scripted events.
Some enhancements and fixes to the existing AI code base, for example AI weren't always facing you when attack so they would missing with their projectiles.
Art
This month I finished the models for the remaining enemies, some vfx, bug fixes, and began the animation work.
Nub-Yeg

Nub-Yeg is the enemy that Shoggoth will spawn during the boss fight. Right now it's using the Abyss Stalkers as place holder enemies.
A wandering mass of eyes and flesh, reading to unleash powerful projectiles as it gazes upon you.
A flying enemy type, with a large field of view so you'll have trouble getting the drop on this guy. But its weakness is that when you stun it, it'll vomit every where, damaging anything around it, including enemies and environmental destructibles.
Deep Ones

The Deep Ones are called upon to aid the Evoker in combat, they are small melee enemies that are quire fast, but have very little health. If not dealt with you could be easily surrounded.
Animation
Last week I started working on the animations for the enemies. I got about 100 new animations done and all the required AI setup that's needed to get all the animations working smoothly.
I also got all the tech work flow and hardware setup to create motion captured stuff for the game. So I'll blending the hand made stuff with motion captured work so it feels consistent across the game.
Nub-Yeg puking after a stun attack.

The Dholes (in a test map) all be alerted to the player

Here are some samples from the Charybdis, a flying enemy type from Episode 3.

Cheers for reading,
Zombie