Combat Updates

The latest build has lots of new visual feedback on the combat! I’ve implemented healing and damage numbers, which should make understanding the battles a bit easier.

This is a first pass of both of these things, so they will be made much prettier later on.

I’ve tested this area as much as possible, but if you come by any bugs regarding this, please let me know.

Bug Fixes

There has been a few bug fixes in this build to prevent some soft-locks. More information within the changelog list below and in-game.

❓ Question

What feedback within a combat-heavy game do you think is the most important? Sound? Visuals? UI Elements? Or something else? Let me know in the comments.


🎮 Download Demo v0.0.3b

Download Project Stormwatch v0.0.3b Bug Report Form Manual

✏️ Changelog

  • Added: A version number identifier & wider version debug text box.
  • Fixed: Null-checks to AttackTargetNode in the AI behaviour tree. The node now safely returns a failure when the target is null, which prevents stuck AI units.
  • Added: [MAJOR] First-pass healing numbers and healing event. Adjusted battle music to fit new flow.
  • Fixed: Additional AI checks for fort nodes (so enemy AI doesn’t go back and forth between forts - speculative)
  • Updated: Changelog reader to display sub-headings and additional formatting.
  • Fixed: Changed how critical hits are rolled to fix a bug with critical numbers not updating at the right time.
  • Fixed: Battle components were not hidden in the overview map, causing you to see little battle models. They now hide on battle end.
  • Fixed: [MAJOR] Removed unintended invisible colliders on the demo map that prevented AI units from correctly updating their stood node, which lead to soft-locks during the enemy phase.
  • Added: First-pass damage numbers to combat UI.