- v 0.1.13 - 17 June 2024
Turret Introduction: Players can select turrets to build after switching to building control mode (F4) Maximum number of turrets is 1. Turrets are buildings that cannot be passed through by the role. Turret can't attack automatically, when the player is close to the turret, he can press the C key to enter the turret to control the turret, entering the turret the field of view becomes wider. When entering the turret, the right mouse button to store power, the left mouse button to fire. The turret will always be facing the mouse position, the turret will also detect the enemy according to its own direction and choose the target to attack. The turret can attack multiple enemies at the same time. When the turret is storing power on the enemy, the longer the player stores power, the more damage the turret will deal. The color of the enemy's silhouette will gradually change from red to green,…
- v 0.1.12 - 3 May 2024
Interacting with a building now takes time to restore the building's life value. Previously: using soul would restore the building's life value instantly. Now: Use soul to put the building in a restored state, use soul for restored value, it will be automatically converted to health over time, restored value will not exceed the difference between the maximum health value and the current health value. Other: Add background to all building blood bars Repair values will show up as light green in the blood bar, converting to health values over time (light green converts to green)
- v 0.1.11 - 21 April 2024
Add buildable structure: Door Player and partner can pass through doors. The pathfinding system of partner' characters will treat the door's position as passable, and enemy characters will attack the door. Other: Doors will have an opening animation when the player or partner character is near the door, and a closing animation when the player or partner character is far away from the door Changed building flags to be passable areas, previously player would be blocked when approaching the flag, now they can pass right through the flag Although some buildings are passable, it doesn't affect the fact that only one building can be built in a construction grid.
- v 0.1.10 - 20 April 2024
Added building: Wall Currently, you cannot add anything action to a wall, but it can only protect against enemy attacks. The health property, it can be increased with fewer souls than other buildings, and the maximum number of these buildings in the game is 99. partner characters will walk around the building, while enemy characters will attack the building directly.
- v 0.1.9 - 17 April 2024
Add a pathfinding system for role Partner Character: He'll avoid buildings and move toward the target. Enemy Character: As before, he will move in a straight line towards the target character or target building, and attack when he gets close to the target. Instead of bypassing building, he will attack the building and can destroy it.
- v 0.1.8 - 14 April 2024
Add special attribute: build speed factor
- v 0.1.7 - 13 April 2024
Builds now have a build time and cannot be interacted with by the player and will not take any action when they are not completed. When in uncompleted state, builds are grayed out and have a progress bar above them. When in the unfinished state, the building will be destroyed if it receives a single attack, no matter how low the damage is.
- v 0.1.6 - 12 April 2024
After selecting the build control mode, the build map grid will be displayed, green means you can build, red means you can't, and you can only build in the area where the map grid is displayed. Before: Build position is based on the mouse position. Now: Only the center of the grid can be built, and only one building can be built in a grid area. Other notes: This addition is in preparation for adding more buildings and adding a pathfinding system for characters in the future. Fixed the problem that the maximum number of buildings would not be initialized when restarting the game.
- v 0.1.5 - 10 April 2024
Personal attributes are categorized into normal and special attributes, which are not upgraded in the same way. These two categories have been categorized in the Personal Attribute Panel (opened by pressing the I key), and subheadings have been added Added special attribute: scope factor of melee attacks Upgrading this attribute will increase the scope of melee attacks and enlarge the melee attack animation. Other notes: This attribute was originally intended to be placed in the equipment attribute of the future equipment system (which does not yet exist in the game), but since the equipment system cannot be made in a short period of time, this attribute will be temporarily placed in the personal attribute first. For the time being, I will still give priority to updating and optimizing the existing systems(This could take a long time), and the equipment system also requires other system…
- v 0.1.4 - 9 April 2024
Add attack mode with different attack states, categorized into melee attack and remote attack Previously: In attack mode, melee attack and remote attack can be released at the same time. Now: You need to switch between different attack states in attack mode to use melee attacks and remote attacks separately. Remote Attack Manipulation Changes Previously: Press the right mouse button to store power, release the right mouse button to release a remote attack according to the level of stored power. Now: after switching to the remote attack state in the attack mode, press the left mouse button to carry out the remote attack without storing up power; press the right mouse button to store up power, press the left mouse button to release the remote attack according to the level of storing up power during the period of storing up power; release the right mouse button to cancel the storing up pow…
- v 0.1.3 - 8 April 2024
Changing remote attacks to be able to charge, which has three levels in total. Hold down the right mouse button to charge, lift the right mouse button to release the remote attack The first level is the same as the previous normal fire The second level allows you to penetrate enemies, and after penetration, the damage and flight speed increase, and a total of two enemies can be damaged. The third level has the same effect as the previous one, and has two damage and flight speed increases, for a total of three enemies. Other: Add a progress display for remote attacks charge on the UI.
- v 0.1.2 - 7 April 2024
Changed the direction of melee attacks: Previously: Attack direction was determined by the relative position of the mouse and the character, similar to firing rays. Now: Attack direction is determined by the horizontal position of the mouse and the character, now the attack direction is only horizontal in two directions (left and right). Other: Adjusted the parameters of attack time Replaced the melee attack animation and the melee attack status icon on the panel.
- v 0.1.1 - 6 April 2024
Changed the melee attack mode to allow three consecutive attacks. Consecutive melee attacks increase melee attack damage After the melee attack animation is finished, you can't perform the second attack immediately, and there will be an interval in between. The movement speed will be reduced during the melee attack animation. Add the attack status of the current melee attack to the panel in battle control mode, when the icon is bright, it means you can attack, when the icon is gray, it means you can't attack.