Update 0.15.0 - Devlog 11 - Sword Trail
- Developer
- 3 days ago
- 2 min read
Only got around to add 1 small new feature which is a small sword Trail effect. Not showing too much for now but the Sword Trails include different effects such as fire trail. will be a cool effect in the future.
The Behavior Rework took way longer than I hope for, keep wanted to move on to new features but stuck in an infinite bugfix loop. T_T
Got so many new stuff line up like the new weapons animations, new armors, skeleton army, Guards, Bandits and more...
Gonna keep pushing cleaning bugs one at a time...
Good news is that the time spent on doing the new behavior+intellegince system is starting to payoff, fixing bugs more quicker now.
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Change Log:
Added Sword Trail effect on attack.
Reconfig Base Receptionist/Shopkeeper existing Behavior
Reconfig Behavior for NPC holding torch at night
Reconfig Behavior for NPC go home to sleep at night
Fix Character death does not disable Behavior Tree
Fix LootCheck not triggering pickup loot
Fix npc bad movement behavior (Face target)
Fix Deer attack not damaging npc
Fix NPC close door not rotate completely
Fix Receptionist Look at Target Bug.
Fix Human NPC vs Animal NPC does not end combat
Fix Knee Gather Animation not ending
Fix drop Antler bug.
Fix deer does not enter combat when aggro.
Fix Load saved game npc not equip properly (Not damaging deer)
Fix NPC sliding on death.
FIX NPC aggro each other (Again..)
Fix Deer death animation not finish completely
Fix NPC end combat start next task too quickly.
Fix switch to work logic too quickly after endcombat
Fix NPC incombat does not face enemy properly
Fix NPC incombat trigger movement too quickly
[Fix] Updated/Added Teleport to target behavior action.
[Fix] Add wait for 3 seconds before start work behavior.
[Fix] Disable/remove TriggerNextTask() as its no longer needed.
[Fix] Added 2 second wait/cooldown time for lootcheck
[Fix] Range raycast Warning issue related with mesh collider.
[Fix] Path failed warning when character died. Should not trigger.
[Fix] NPC finish combat sheathe too fast (Added a wait timer)
[Fix] Warning on saving spawnNPC data on static map
[Fix] NPC sheathe timing conflict with animation.
[Fix] NPC Enter combat again after slain enemy
[Fix] Pickup Work decision overwrites Loot decision
[Fix] Adjusted Loot distance and timing
[Fix] Deer attack to NPC collision.
[Fix] NPC location not updated when outside
[Fix] NPC At store counter animation bug when going home
[Fix] NPC Loot distance
[Tweaks] EndCombat Behavior to trigger via UAI
+ Other fixes that wasn't recorded. (Gave up recording every little fix.)
To-Do:
Re-config Herbalist Behavior
Re-config Villager Behavior (Including chatting and sit at table.)
