Devlogs
Recent Updates
Posted April 29, 2026 by MikeMo
#update
Focus: Character Balance + Character Select Improvements
Character Skill/Stat Balancing
- Reworked growth stat naming to clearer multiplier semantics in
CharacterPerXpLevelGrowth (for example MaxHealthMultiplier, MoveSpeedMultiplier, AttackSpeedMultiplier, etc.).
- Preserved existing prefab/asset values during rename using serialization migration attributes, so current character tuning data stays intact.
- Updated HP regen growth behavior so
HpRegenPerMinuteMultiplier now adds a flat amount per XP level (for example value 10 = +10 HP/min each XP level), matching intended balancing behavior.
- Kept per-character progression scaling integrated with existing
RunProgression stat refresh flow.
- Clarified and verified kamikaze damage behavior and nuke damage path via temporary diagnostics, then cleaned diagnostics afterward.
Character Select Menu Updates
- Character growth sliders now read the renamed growth multiplier fields consistently.
- Fixed slider value clamping to use each slider’s authored
<span class="md-inline-path-prefix">minValue/</span><span class="md-inline-path-filename">maxValue</span> range (instead of generic 0..1 behavior), improving accuracy.
- Restored attack speed growth slider source to growth-per-level data (
AttackSpeedMultiplier) for consistency with other growth sliders.
- Updated Total stat computation to reflect displayed growth stats logic:
- Excludes non-displayed growth fields (like jump/slide/aoe/auto-target/crit-dmg).
- Includes requested displayed growth fields.
MaxHealthMultiplier was re-included per latest request.
- Total displays with two decimal places.
- Added runtime version label formatting on character select as
V.{Application.version}.
Combat/Attack Reliability Fixes
- Improved ranged enemy attack robustness: if queued animation-event projectile fire times out, enemy now fires via fallback and logs warning instead of stalling attacks.
- Fixed damage popup showing
Infinity on kamikaze self-kill paths by clamping popup display to actual finite dealt damage.
Projectile/VFX/SFX Fixes
- Skeleton slash projectile visibility issues on mobile/WebGL were corrected by restoring proper material setup and compatible render settings.
- Bullet spawn SFX behavior adjusted so shot sound plays at projectile spawn context (not impact), with configurable pitch variance.
Stability/Build Verification
- Repeatedly compiled with
dotnet build "d:\UnityProjects\Square\Assembly-CSharp.csproj" after substantive script changes.
- Incremented project
bundleVersion on each requested modification cycle (currently progressed through 5.0.46).