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Build 0.5.1.0 is live! Improved combat mechanics and more

Very happy to announce the beginning of the revamped combat system. Here's what's included in build 0.5.1.0 and then we'll tell you more of what's to come:

- Colliding with enemies will no longer damage the player. You will now physically collide with enemies rather than pass through them and take damage. Instead, only actual enemy attacks will inflict damage to the player
- In general, enemies now have more hit points
- In general, enemies now react smarter to the player
- Collision detection has been vastly improved. Before this patch you might have found yourself missing some melee attacks at times, even though you were within melee range. This should not happen anymore.

These changes to the combat were highly requested by players and we think they greatly improve how the game plays. More good news is that with these changes we can now make further improvements much easier.
Coming soon there will be more attack animations and moves for the player to perform including a charging flurry attack and an evasive ground roll.
Enemy AI will continue to be improved and become more unique and advanced as we continue development. Right now, new animations are being created to support these new moves, so once they are complete, we will begin working them into the game. As for enemy AI, we're going to start with more advanced AI for enemies in the Swamp of Green Mist as that is the next content update to be added, but we'll continue to strengthen other enemies over time.

Other fixes/improvements included in this build:
- Added a death trigger to a pit in the Mountains of Orin. It was missing and the player could fall endlessly. No longer!
- Fixed some pathing issues for the female assassin in Korrath Woods
- Fixed a bug in properly detecting animated foliage in certain areas of the abandoned mines
- Fixed various bugs related to spawning enemies and projectiles
- Fixed a bug related to animated foliage that could potentially cause the game to crash upon loading at the end of a scene
- Fixed a bug that would not load the correct lighting settings in the mountains of orin
- Player will no longer get stuck in siphon fire animation when moving really slowly along a slippery surface in The Mountains of Orin. He now properly transitions to his walk animation
- Fixed an issue with some ranged enemies not properly shooting projectiles in the correct direction due to a problem where projectile's rotation was set to match the root parent object
- Fixed a bug where Aeromancer would reward player with Blades of the Sun for not actually returning all 3 shards of the Dragon's Eye.
- Updated and improved the save system backend

Stay posted for more updates. Lots to come. And as always, thank you for the feedback, whether it's direct or we have to scout the internet for it :)