With this week's update, we bring a close to this wave of combat and aim adjustments.
No longer will Sprout fire shot after shot at enemies, hoping to land a hit that never happens! To bring this game more in line with the kinds of skill checks the genre generally demands, we're eliminating fine aiming as a player requirement with auto aim.
We also added a selection outline, to make it clear which target you're aiming at!
Blocking now generates a stun! If you raise your shield in time, you'll have an extra second or so to reposition yourself to avoid future hits.
Enemies no longer get caught on colliders of other dead enemies
Fixed an issue where client players were sliding instead of animating properly
Firing ranged weapons when right up against a target no longer spawns the projectile on the opposite side of the target, missing them entirely.
Now that we've got the basic combat mechanics ironed out, we plan to add tutorialization! The VFX changes are still planned, too, and will likely be completed before the new tutorial changes.