Lots of improvements based on the limited but still useful player feedback through the Gametester platform.
- Melee weapons now continually show the shield indicators, but in a more helpful way.
- Slightly improve shield visual for gameplay when blocking with melee weapons
- Fix wizards in early game spawning without weapons
- Remove collider from torch in dungeon which can get the player stuck if jumping between a barrel and the torch
- Remove exploder asset store asset from project, should reduce executible size slightly
- Again fix dungeon brazier not setting enemies on fire in dungeon
- Update Nature Renderer to fix error spam
- Increase the spread while moving of magic weapon attacks, also reduce the rapid fire damage. This is become from testing the magic weapon had the same DPS as the player's melee attacks without carrying the same risk at close range combat
- Reduce likelyhood of player arrows going through enemy heads without being detected by Unity's poor physics system
- Increase radius of head collider on most enemies to make headshots register more consistent when using the bow
- Reduce undead resistance to pierce damage, other than skeletons. This should make zombies less tanky when shooting them with the bow.
- Increase bow damage from 6.25 to 7 as the bow wasn't doing enough damage relative to melee weapons after accounting for the slower fire rate
- Increase damage for bow that is not fully drawn from 50% to 80%, to accommodate players that don't pay attention to the reticle turning green
- When doing a perfect block using melee attacks, fix the audio only playing the first time
- Reduce cost of dodging so that the player can dodge twice before running out of stamina by default
- Fix mage light not showing up in roam mode
- Fix ambient AI floating in air on map startup in some cases
- Adjust wizard tower colliders so player can't see through the wall of the tower when walking up close in roam mode
- Adjust chair and table colliders in wizard tower interior so player can't get stuck if jumping on top of the table
- In build mode, fix AI showing up with no heads while placing the marketplace or other buildings that come with AI
- In roam mode, don't drop loot if something falls and breaks
- Fix edge case where enemy might stand just outside of range without attacking
- Slightly decrease run speed bonus from AvatarAttributeRank_Athleticism_Bonus but attribute is made up for by the improved rate of fire for the bow and faster base run speed.
- Add cancel to function key order menus
- Reduce AvatarMovement_StaminaStationaryGainPercentilePerSec to account for higher base run speed
- Undead units now take spellbooks instead of steel to account for their greater power and that they can't be revived
- Chance to go unconscious from leadership reduced to make contingency more useful and to avoid going over 100%
- Willpower now slightly increases staff damage
- Fix projectiles bouncing instead of hitting close targets
- Athleticism now increases the rate of fire of bows
- Villages now produce fewer resources per turn to account for the reduced cost of units
- Increase experience required per level
- Increase damage from spear goblins
- Dice minigame is now easier, in that you can select any number of dice to keep
- Don't punish the player with a shield hit block reaction unless the character is not in ragdoll and this unit is opposing its target
- The shove ability now costs all your stamina and shields, but can be used anytime you have at least one shield
- The player can now block even during the middle of a swing. This feels more responsive
- Fix fire sources in dungeons not setting objects on fire
- Fix villagers in dungeons sometimes floating in the air
- Fix enemies reacting to sword swings using animations in the wrong direction
- Game tester level 4
- Fix goblin spears starting out touching the ground and freezing in space
- Add fragments to isGroundedLayers so player can move while standing on broken fragments
- Fix crash in SlipPhysicsTrigger
- Add logging to try to figure out why units don't show up in army management immediately after unlock in builds only
