Work on the creatures and bug fixes continue!

Fixed a bug where non humanoid creatures would lay down on the ground when stunned due to an animation skeleton mismatch

Fixed a bug where humanoid creatures wouldnt get stunned during combat

Fixed a bug where the player would be counted as a valid overlapped actor for the get closest actor check we use in the wrist UI

Fixed a bug in the Wrist UI where the Item name box was set to invisible permanently

Fixed a bug where the previously displayed item info would never be cleared when switching to the Quest info UI

Changed the Quest info Ui to show “No Active Quest” if one is not active, looks better than just the empty panel.

Rewrote the entire system for showing and hiding the wrist UI it no longer shows up when swinging weapons, and has a contextual location for the information pop up when hovering over an item or when showing quest information its right above the anatomical snuffbox on either hand, when holding an item it shows up on the inside of your wrist.

Implemented a temporary UI update particle effect for things like when the player needs to level up or gets a quest update.

implemented the player Death Knell sound effect.

created a new interface event called PlayerNotificationVFXActivate_OnInterface so we can actually activate the new particle effect without a hard reference.

Bound the narrative events for Quest Succeeded and Quest New state to new events in the player character so we can show the New particle effect.

Fixed that super frustrating bug where the NPC inventory shelf was spawning at random angles.

Dozens of tiny fixes to creatures

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