Dev Update #3
[h3]Dev Log Update #3 🛠️[/h3][p][/p][p]What we have been working on since last time!:[/p][hr][/hr][p][/p][h3]🗺️ Bunker & Exploration[/h3][p][/p]
- [p]Bunker Access: Players can now enter the bunker! 🥳[/p]
- [p]Expanded Bunker Content: We've added more rooms and details to the bunker areas.[/p]
- [p]Zombie EQS Integration: The Environmental Query System (EQS) for zombies is now functional, though we're still fine-tuning it.[/p]
- [p]Enhanced Zombie AI: We've done further work to improve zombie AI behavior.[/p]
- [p]Night Wave Spawns: Zombies now spawn in waves at night and will attack planted plots and walls (if not broken). 🌙[/p]
- [p]Visual & Audio Effects:[/p]
- [p]Added zombie spawn animations.[/p]
- [p]Implemented zombie hit visual effects (VFX) and hit sounds. 💥[/p]
- [p]UV Lights: UV lights now activate automatically at night.[/p]
- [p]Navigation & Behavior Adjustments: We've made minor adjustments to the navigation mesh and overall zombie behavior.[/p]
- [p]Wall Upgrades: Wall upgrade functionality has been implemented.[/p]
- [p]Wall Level Progression: Stage 1, 2, and 3 meshes have been added for wall levels 2 and 3.[/p]
- [p]Wall Data Table (DT_WallLevels): This data table is now set up to define wall models, health, upgrade costs, and repair costs.[/p]
- [p]Wall Costs: Cost has been added for wall repair and upgrades.[/p]
- [p]New Wall Type: Wood walls are now available.[/p]
- [p]Workbench Icons: Icons have been added for the defense workbench.[/p]
- [p]Ivy Model Update: The ivy model and textures have been updated.[/p]
- [p]Sun Brightness/Temperature: Adjusted sun brightness and temperature settings. ☀️[/p]
- [p]Edit Mode Arrow Fix: Fixed an issue where edit mode move arrows would get stuck on schematics.[/p]
- [p]Wall Collision Height: Corrected the collision height for walls.[/p]
- [p]Combat Mode Exit Fix: Resolved an issue with exiting combat mode.[/p]