
This week's highlight is the delayed attack/heal/skill landings, ie. hits - each projectile has it's own speed, some weapons have special projectiles, in time weapon speed (for initial take off) and dodging (for physical projectiles) will get into the mix too. You can now observe an incoming magic projectile and erect your reflective shield, it's pretty fun watching the projectile reflect back and forth when it happens :)
attack() and heal() functions now return the new "action" event, the "hit" event can be observed from Game Events, or as "hit"/"target_hit" from the Character Events

We have many new animations too, thanks to Jayson's efforts - so many new ideas


Got a new weapon for Halloween! Has 2 different versions, one regular version and a special Halloween version - the Halloween event should launch before next week's update (I hope :)
I feel like I lost this week with the flu, illnesses are the best excuses to procrastinate. This new attack and animation system makes me question the meaning of life, I continually ask myself whether it improves the game. I certainly hope it does in the end. I'll also note to myself that what the game really needs is the tutorial and guide improvements, and a Steam store overhaul/update afterwards. Every day and week I feel the guilt of not progressing faster, especially as the holiday season gets closer
Other Changes:
- Projectile info at: G.projectiles
- Token exchanges no longer announce the item
- Suppressed the orb announcements
- Resort door in Tavern fixed (thanks to Bjarnu on Discord for the reminder)
- A long standing 3-shot cooldown reporting bug fixed (thanks to Seth on Discord)
- Added 50% Evasion to one of the Automatrons