Battle Charge – August Dev Update
[p]Hey everyone — time for another monthly check-in from the Battle Charge dev team. This month we focused on refining combat logic, improving AI behavior, and tightening movement and responsiveness. Here's what we’ve been working on:[/p][p]
[/p][h3]Core Improvements[/h3]
You can help with wishlisting the game [/p][p][dynamiclink][/dynamiclink][/p]
- [p]Reworked recoil logic and updated the damage system to better reflect hit reactions and stagger outcomes.[/p]
- [p]Optimized the character controller to make movement and input feel more responsive.[/p]
- [p]Improved ground detection for smoother terrain interaction, especially on uneven surfaces.[/p]
- [p]Archers can now aim more accurately while moving, which helps with hit consistency in dynamic situations.[/p]
- [p]Improved the push command for the troops during shield wall formations, integrated push back feature now we can actually push them back.[/p]
- [p]Push now functions even when up to 25% of troops are not in shield wall state, making it more flexible mid-battle.[/p]
- [p]Added more conditions and fallback options for AI decision-making to prevent stuck behavior.[/p]
- [p]Improved both AI and player state machines for more stable transitions during combat.[/p]
- [p]Fixed some hidden DOTween animation errors that were clogging the main thread and affecting performance.[/p]
- [p]Working on making push actions affect enemy formations even when they’re not in shield wall state. We’re currently ironing out the required state machine logic.[/p]
You can help with wishlisting the game [/p][p][dynamiclink][/dynamiclink][/p]