The combat polishing begins!

Added a new particle effect for when staves are being charged.

Fixed a bug in choosing staves.

Added new socket on skeleton for holding staves

Reworked how we get the socket to attach weapons to, its much cleaner now!

Fixed a bug in the animation graph where weapon stance wouldnt get updated.

Added Staff and Wand as options in the E_WeaponType enum.

Created new wand and staff state machine in the anim bp for these new enum values, they are placeholder for now but work better than what was there.

Shields were never taking durability damage when blocking, thats been fixed.

Fixed bug where NPC to NPC combat wouldn’t activate due to the recent changes to how player combat activates

Fixed a bug where if an NPCs staff casting anim was interrupted like from being hit the charge effect would never go away.

Created a new animation notify for death ragdolling

Fixed a bug in the release magic charge function that would stop a death ragdoll from playing

Ragdolling kind of works now.

Fixed an engine crash when we would ragdoll if still moving using the character movement component

Replaced our physics asset override in our character this one seems to work a lot better less creepy neck stuff

Added a new boolean AvailableForDialogue to the btgs stats component for a better way of checking if we should allow an NPC to start dialogue instead of a bunch of other more complex checks we had.

Fixed the dialogue not starting when using the new tutorial player characters

Cleaned up the weapon range code.

Cleaned up the begin play event for NPCs broke things up into events for better readability

Removed all the old dialogue card code from the BP AI Parent seeing as its now part of its own dialogue UI.

Removed the super old code from the original demo that we used to kill the bandits.

Removed the old facial animation code from when we tried to use a plugin for facial animation before our custom system.

Removed the old code for player weapon swing direction checking, now that that lives in the weapon itself.

Cleaned up the readability of all my recent interface events in the BP ai parent, was looking a bit spaghetti

Created the Endless spawner level and populated some racks with weapons

Added a new event call ResortSpells to the spell inventory component so we can have access to spells added after event begin play We could call learn spell, but this is if we wanted to add multiple at one time easily and refresh all the arrays of spell types.

Fixed a bug where we were never updating the faction of the NPC at runtime causing combat to not start sometimes

Disconnected the mesh merging for now because it breaks armor reevaluation, I think i know how I wanna fix that just gonna be time consuming and isnt the highest focus tonight.

We apparently never actually connected the armor equipping function to the revaluate armor function fixed that.

Created an Endless Arena Spawner manager that can randomize armor, weapons, and spells of NPCs and then spawn them in one at a time although there isnt really a reason that couldn’t be more.

Fixed a bunch of broken textures on the NPCs… again, really wish epic would fix that bug.

The endless game mode version basically works now albeit with a fair amount of bugs mostly due to player actions or the fact that we have some blocking loads for armor pieces that shouldn’t be there.

Tomorrow it just needs to be played a lot to gather bugs and then fix those, also need to work on the optimization a bit there some defined pain points such as new spells spawning in or new animations loading in.

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Wands