
Hi Everybody,
The game used Unity's built-in Random.Range() function, which sometimes generated annoying values. I have also experienced cases where the archer missed twice in a row, even though the hit chance was over 90%. It truly feels unfair, but this is how random works. I checked how other games handle this and found they use manipulated RNG, where extremes are cut off. So, I have modified the RNG — it is no longer truly random, but it is less likely to produce extreme results in a row. I spent a lot of time testing it, and it looks better. I am interested in any feedback. How does the new RNG work for you?
The encyclopedia is back. I have updated it with the new content and features of the full-release game.
The arena battle does not provide chances for victory. Based on the result of the auto-battle, the player can decide whether to accept it or play it manually.