Hello everyone!
Key Development Focus This Week:
New Item: Bear Trap
Stuns and deals fixed damage to monsters that step on it. The stun duration and damage value vary depending on the monster's type and level. The trap has a cooldown period before it can be picked up and used again.

New Item: Mini Flamethrower
Deals continuous damage to monsters and allies within a small area. This item cannot be equipped by allies and can only be carried by the player. It has a cooldown period after the fuel is depleted. The fuel will reset immediately upon restarting the level.

New Item: Sky Piercer
When equipped by an ally, it allows them to release a signal. Cannot be used indoors.

Level 4 Completion: Finalized the creation of Level 4 map and content (excluding the Boss level). Added the Ferris wheel interaction and fireworks VFX. Integrated new high-level monsters.

New Objective & Achievement System: Implemented a system where each level features specific objectives. Upon completing all objectives in a level, players will unlock an Achievement and earn Stars. Each chapter contains a total of five Stars.

Monster AI Logic Update: Adjusted the logic for monsters detecting enemies. Monsters will no longer actively attack allies captured by the player. However, if a single ally initiates an attack on a monster, it will be marked as an enemy to all monsters. Special cases, such as allies using a horn or being stunned by purple monsters, will also result in them being flagged as enemies.

Aggro Priority Adjustment: Increased the priority weight for monsters attacking the player. When the player is in close proximity and detected by a monster, they are now more likely to be targeted.
Camera Positioning: Adjusted the camera position upon the protagonist's respawn in each level to consistently face the protagonist's forward direction.
General Improvements: Addressed various other bugs and implemented additional improvements.
Development Plan for Next Week:
Revise the content of Level 1 and integrate the new Objective & Achievement system.
Begin map design and feature implementation for the Level 4 Boss level.
Thank you for your continued attention and patience! Feel free to share your thoughts and expectations in the comments section.
