Releases: FellowshipOfTheGame/FinalInferno
Releases · FellowshipOfTheGame/FinalInferno
The quality of life passive skills update
- Created overworld skills, it's now possible to change encounter rate and run faster thanks to these;
- Added new passive skill to revive Xander with full health once per battle;
- Switched placeholder buttons to an actual sprite;
- Update project to Unity 2020;
- Updated entire project to new Unity Input System, game should be fully compatible with controllers now;
- Reworked CharacterOW references to be stored inside their respective Character SOs;
- Created value change observers for SO float variables;
- Implemented input dependent images, that change image sprite based on last used control scheme;
- Fix to the build database function, some values were not being properly serialized;
- Import 2d extras as a package and update it to latest version;
- Add actions in repository to review code pushed to Develop using SonarCloud;
The status effects particles update
Changelog:
- Implemented logic to display status effect vfx using animations and particles;
- Added particle effect animations to all currently implemented status effects;
- Every unit now has a few key relative positions to use as basis for skill and status effect positioning;
- Enemy HP is now always visible during battle;
- Updated C# API compatibility level to use .NET 4.x;