Fixed a bug where NPCs didnt have a neutral head pose.

Fixed a bug where set deny gripping wouldnt work when adding a weapon to the players back

Fixed an enormous texture map in the hellhound.

Fixed a bug where creatures were running the same blinking code as human npcs

Fixed a bug where creatures were running the same code for head targeting as human NPCs

Fixed duplicate mesh bug in NPCs

Fixed male underwear bug where

Fixed incorrect idle animation on sand golem

Fixed the issue where the greater sand golem still had their dust particle effects playing after death

Fixed the scaling issue on the greater sand golem

Fixed bug where bow strings would stay attached to dead npc hands

Fixed bug where ranged component would become invalid in the combat ABP

Fixed bug where the controller haptic effect would fail to get a valid controller to play the effect on

Cleaned up the setup armor anims event in the player character, it was referencing the old armor equip system

Removed the old EnableArmorOverlaps event in the player character

Removed the old DisableArmorOverlaps event in the player character

Removed all the old armor overlap volumes on the player character

Removed old testing clothing references form player character

Removed hard ref to failed spell cast vfx

Added a new interface event called PauseNPCRoutineOnInterface to the BTGSAI_Interface

Changed how we are getting velocity when casting spell scrolls to fix a bug where the velocity returned zero

Added an extra update player values check in attempt to fix the bug where the player health and magic values dont update when switching levels.

Added interface event for IsTwoHandedWeapon_OnInterface

Fixed the following things from recent playtest

NPC skin is flickering are we rendering two npc bodies?

NPC magic animations are still jerky

NPC weapons are failing to simulate physics sometimes, seemingly when they are in the middle of an animation.

The Wrist UI is updating all value except for the player gold and the health and magic values, specifically noticed that if the player changes levels the issue shows up such as when you die or if you travel from the shader compile map to the actual arena. Perhaps makes sense then why it doesnt happen on pc, in pie you dont really change levels in the same way as on android, should try it on a windows build and see if it still happens.

Spell scroll does not work. Not enough magic perhaps?

Sound effect for failing to hit ghost doesnt play

Sometimes on death npcs arrows remain attached to their hand if they were mid draw

NPCs bow string stays attached to their hand if they die mid draw

When the player is hit with the default damage swirl effect the game performance drops need to check material and niagara complexity for that effect

Need to fade in the NPC crowd reactions they come in rather abrupt

Viridium wand spell spawn location is bad, socket is probably just in a bad location

There is a bit of lag when NPCs first spawn in and a lag when opening the player side arena gates

NPC side area gates stay open

Flying half vampire is missing their inventory

Weapons held in the left hand dont seem to drop upon player death

Goblin club needs to make a wood sound not a metal sound

Goblin club is marked as two handed

Chitin staff is non functional, if its used it goes to the inventory immediately as if its out of charge or damaged, not sure whats happening also causes NPCs to act strange because they try to use it, it fails then they pull it out again.

Fire Golem tutorial played more than once

Sand golem tutorial played more than once

Spider tutorial played more than once

Minotaur tutorial played more than once

Flames spell is over powered need to increase magic cost or reduce damage

Archery feels great, but is clearly the weakest of the weapon types

NPCs can be damaged by weapons on the ground on one occasion an npc walked into a shield which qualified as a knock down making it look like they tripped which was cool but unintended

Two handed weapons feel kind of bad they bounce off a lot

Sand golem dust particle effects are still playing after death

Noticeable performance drop when looking at the hell hound no idea why

Need to clean up npc bodies after some amount probably like 15

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Moar bug fixes