Major changes:
- Fix enemy units intersecting each other
- Enemy shields now block projectiles much more consistently
- Fixed dungeon reflection probes.
- Fix bugs related to villages going under siege, previously villages would not fall while under seige
- Tune ring / amulet costs: Ring +2: 400 (200 per point). Ring +4: 400 (200*1.5 per point). Ring +6: 400 (200*2 per point). Special ring: Prior two. Amulet + 3: (200 per point). Amulet + 6: (200*1.5 per point). Amulet + 9: (200*2 per point). Special Amulet: Prior two
- Farms now cost more to build initially, but cost less upkeep. This way it's a more tactical investment since most of the cost is upfront
Minor changes:
- Pitchfork farmer increase knockdown power
- Updated Altar dungeon prefab lighting
- Dungeon tile pool Increase thickness of second story floor to prevent archer from spawning under the floor
- Fix enemy melee units not attacking when using a long range attack and the opponent is on steep stairs
- Add logging for when I encountered the player's fall velocity going super high
- Fix ranged units sometimes not attacking when the target is partially obsucred because Unity physics raycasts is unreliable
- Replace reflection probes added ad-hoc to the scene with the DunGenReflectionProbe.prefab
- Camera: Change background color to fog color from lighting panel / other settings / fog, and clear flags to solid color - Camera: Change background color to fog color from lighting panel / other settings / fog, and clear flags to solid color
- Fix bug: MeditateStreaks.mat shader renders black. Reassigned Particles/Additive. Tested in Dungeon and LinearMission2.
- Fix avatar footsteps audio level, was too low
- Fix dungeon camera distance, 100 to 125 so you don't clip the fog
- Fix Dungeon Vases not being destroyable
- Fix characters running up the sides of trees on the forest map
- Fix sawmill on forest map and reduce memory usage
- Fix dead character floating in the air sometimes and not registering as dead
- Rebake many dungeon rooms and move Aura 2 to ultra setting only. Some users appear to have very low framerate with Aura 2 active
- Fix SetParticleSystemDefaults applied to prefab accidently
- Smooth damp campaign map icons even while paused from dialogue
- Projectiles now provide a slight physical push to objects
- Improve blood splatters: Disable specular highlights (they look like bad photoshop bevels). Reset scale of DeathHitHumanBlood to 1, so it is not as over-compensating.
- Fix particles using fog-incompatible non-standard shaders on avatar meditate prefab "Streaks".
- Fix massive fps hit from water Culling. Water is no longer reaching to the horizon, is instead restricted to the large pool space in the bridge area.
