Balancing changes in the prologue.
Changed the default save location (the launcher will automatically move the files to the new one).
Re-worked the logic that handles the skill upgrades.
Re-designed some of the maps.
Fixed a bug where the particles didn’t render properly.
Fixed a bug that spawned the player outside of the Drinking Bar (located in the Celtia Port).
Next up
Wrote a tool that installs the game's dependencies. That means Northbridge will always use the latest version of the Microsoft Edge WebView2 Runtime.
Taking the wraps off. For real this time.
Enjoy a nice dish, get a nice buff. What's not to like?
It's pretty early, but here's a look at a mob manager, handling the enemies in the game. The code streamlines the programming of the enemies. Hopefully, I can expand it to more useful ways.
A bit of an old but goodie coming back: Quick Load! In an upcoming update, you can jump back to where you left off with a push of a button.
While I'm preparing August's Monthly Sync, I'm preparing a Trello board for the game. You can see what I'm working on here. https://trello.com/b/CjFyzH50/immortal-sins-game-development Pardon my dust, while I'm getting this up and running.
Jump List returns in the next update.
Added the option to rebuild the cache. This will clear the cache and then decompress the files from the packages.
It's still pretty early work, but I am working on making the UI more dynamic and sleek. Including faces changing depending on their HP.
Implementing Armor Corrosion. This put quite a dent in the target's armor for a short time.










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