Base Game Roadmap

Update Log

V.0.01 (11/10/24)

Lag Reduction

  • Improvements to effect cleanup system.
  • Units will now create movement paths less in order to reduce lag.
  • More lagfixes planned

New Unit Addition: Rocketeer

  • The rocketeer can be purchased for 2000 cash. Will naturally spawn at a lower rate. The rocketeer will launch an onslaught of missles onto enemies with low accuracy.
  • HP: 80 | Attack Delay: 6s | Attack Amount: 10, 1 when enemy is closer than 20 studs | Damage: 2-3 (Expontential) + AOE
V.0.02 (11/12/24)

Balance Changes

  • Summoner will now re-summon another unit if one of two summoned units is dead at a slower rate, instead of having to wait until both are dead to re-summon (20s while 1 unit is still alive, 4s while 0 units are alive).

Apocalypse Bugfix

  • Zombies are now capped at 10. Will correctly be removed on death.

Unit Re-Addition: Medic

  • The medic was initially removed due to not functioning properly. It has now been re-added and can be purchased for 600 cash. Will naturally spawn at an average rate.
  • Special Features: Instead of having healing attacks, the medic can now normally attack. Instead, while in combat the medic will throw a healing potion towards allies that explodes into an AOE healing allies for 100 HP.
  • HP: 140 | Attack Delay: 0.5s | Attack Amount: 1 | Damage: 5-15
V.0.03 (11/16/24)

Balance Changes

  • Rocketeer cost decreased: 2000 → 900
  • Rocketeer damage increased: 2-3 → 4-5
  • Rocketeer attack delay decreased: 6 → 4

New Unit Addition: Necromancer

  • The Necromancer can be purchased for 2000 cash. Does not naturally spawn.
  • Special Features: The Necromancer will turn dead enemies into allied corpses that function similarly to zombies. Corpses have 100 HP and will show who their owner Necromancer is via a link effect. They have a melee attack with a 1s attack delay which will deal 15-16 Damage, and will heal the Necromancer for 5 HP. If the Necromancer is full health, will heal itself for 8 HP. While below 50% HP (75 HP), the Necromancer can use an empowered attack that converts nearby 100 HP or below enemies into corpses by rising them into the air and striking them with thunder. When a Necromancer dies, so will their corpses. Re-animation can only occur on a single entity once and will not function on objects or zombies.
  • HP: 150 | Attack Delay: 0.5s | Attack Windup: 2.5s | Attack Amount: 2, 1 when enemy is closer than 40 studs or already dead | Damage: 2 (Expontential) + AOE
V.0.04 (11/19/24)

Balance Changes

  • Necromancer can now naturally spawn at a low rate
  • Necromancer cost reduced 2000 → 1800
  • Medic heal heavily reduced to compensate for the addition of 100+ HP enemies
  • Multiple railguns can now be placed until auto-spawn changes are made due to the fact that they would usually be automatically spawned by themselves anyways. This change is made to add to their value is a strong long range AOE damage dealer and allow for them to be placed on more strategic areas rather than being forced near camps or bases. Damage may be nerfed in the future to compensate for this with the addition of 100+ HP units.

Bugfixes

  • Fixed new allies attacking each other after switching teams.

New Unit Addition: Sk4t3r n00b

  • The skater has gone through several iterations. It was originally planned to be a support unit that reduced ally weapon cooldowns. Then a new draft was made with it being a tank unit. It’s finalized version is now a brawler/tank/speedster hybrid, being able to move fast, deal damage and passively heal itself with a high HP pool. In order to compensate for this, it must buildup these stats by hitting enemies and gaining “style”. At 8 “style”, it recieves an empowered state for 20 seconds with passive healing and a decent burst of healing when the form is taken, and greatly increased damage and speed on top of the buff granted from “style” points. It also has an AOE ability with mediocre range but the potential to deal 100+ damage. Since the skater is a close ranged unit, it can only target one unit at a time. It is also vulnerable to snipers and recons, and everything without its empowered form. Can naturally spawn at a low rate. Purchasable for 850 cash. The skater unit is inspired by early 2010’s media and style.
  • Base Form: HP: 500 | Attack Speed: scales on style points | Attack Amount: 1 | Damage: 15 + style | Walkspeed 14 + stylex2 | JumpPower 40 + stylex2
  • Enhanced Form: HP: 500 | Auto-Regeneration: +5 HP every 0.5s | Attack Speed: x4 | Attack Amount: 1 | Damage: 30 | Walkspeed 55 | JumpPower 80
V.0.05 (1/19/25)

DoT Support Unit: Catherylla, The Twilight Soothsayer
This unit takes inspiration from Black Swan, a character from Honkai Star Rail. It’s meant to be a DoT enabler, scaling on future DoT attackers. Animations will come at a later time.

Kit

Stats: HP: 500 | Walkspeed 21

Basic: “Predestinated Fracture” Slings a magical mirror that marks an enemy with a 3s CD. This mirror deals miniscule damage (5-8). Applies “Loom of Fate’s Caprice,” a DoT amplification status. Whenever this status is applied, a star will appear on the target briefly. For each DoT applied to the target it will multiply the DoT damage the target takes with a base of x1.5. If the mirror is thrown towards an enemy that is already affected by “Loom of Fate’s Caprice,” ensnares the target with a mirror and applies “Twilight Arcana”, a special DoT that gains stacks whenever an enemy takes damage from DoT. Every 5 seconds, “Twilight Arcana” detonates, resetting the stacks and shattering the mirror with twilight magic and dealing %MHP and flat damage based on the number of stacks, with a base of 0.5%MHP + 1(+3) flat damage, and gaining 1%MHP and 1 flat damage per stack. DMG multipliers: 0.5%MHP +1(+3) → 7.5%MHP +7(+3) at 7 stacks. If the enemy hit by Basic: “Predestined Fracture” is already afflicted with “Twilight Arcana”, it applies 1 additional stack. If 8 stacks have been accumulated unto the target, it will immediately detonate and deal 15%MHP + 25 flat damage to the target, and the “Twilight Arcana” stacks on the target are reset. “Twilight Arcana” counts towards “Loom of Fate’s Caprice” DoT amplification, accumulating more stacks of “Twilight Arcana” will also increase the DoT amplification of “Loom of Fate’s Caprice” at a rate of stack/20. This additional multiplier will be reset whenever Twilight Arcana detonates with more than 1 stack.

Skill: “Veil of Kismet” Brings down a veil of tarot cards infused with twilight magic upon enemies. This attack has the same properties as Basic: “Predestinated Fracture”. It will apply “Loom of Fate’s Caprice” and "Twilight Arcana" to all enemies hit and deal 10-15 Damage. It will apply 2 stacks of “Twilight Arcana” to enemies that are already afflicted with “Twilight Arcana”. Additionally, If the enemy is already afflicted with "Twilight Arcana," a cursed eye will mark the enemy and inflict “Bewildering Fortune,” a status effect that speeds up DoT activations on the target and prevent the accumulated “Twilight Arcana” stacks on the target from resetting if the effect detonates below 8 stacks, lasting for 7 seconds. The duration of this effect refreshes whenever “Twilight Arcana” detonates at 8 stacks on the target, and the status does not contribute to the DoT amplification effect of “Loom of Fate’s Caprice”. After the cards land on the ground, a field will be left for 4.5s, applying the effects of Skill: “Veil of Kismet” to those that walk in it. The field will inflict 1 stack of “Twilight Arcana” to enemies standing on it every 1s, and enemies that have 4 stacks of “Twilight Arcana” are inflicted with “Bewildering Fortune”.

Ultimate: “Indelible Embrace of the Otherworld” Whenever “Twilight Arcana” detonates, the unit will gain 1 energy which will be shown by an indicator. Whenever the initial hit of “Skill: Veil of Kismet” damages an opponent, this unit gains 1 energy per enemy hit. At max energy (8), the ultimate will be available. The unit will use the ultimate if 2 or more enemies are nearby. Gains invincibility for the duration of the ultimate. The unit rises into the air with a magical mirror. Afterward, plunges the world into the Twilight Otherworld and robes the sky with stars. Then conjures a massive mirror, after a brief delay the mirror will shatter and a hand will emerge and slam onto the group of enemies with a large AOE dealing 25 damage and inflicting “Loom of Fate’s Caprice,” (if the target is not already inflicted with the status), 4 stacks of “Twilight Arcana” (if the target is not already inflicted with the status), “Bewildering Fortune” (refreshes the duration if the target is already inflicted with the status), and “Soothsayer’s Epiphany” to enemies hit. If the target is already inflicted with “Twilight Arcana” It will deal increased damage based on the current number of “Twilight Arcana” stacks, dealing (4*stacks) damage, up to an additional 28 damage at 7 stacks, and sets the target’s “Twilight Arcana” stacks to 8. “Soothsayer’s Epiphany” is a special status that increases the DoT amplifying effect of “Loom of Fate’s Caprice” by +0.5 and causes “Twilight Arcana” stacks to not reset if the effect is detonated with less than 8 stacks and allows the detonation to deal damage in an AoE. This AoE detonates the “Twilight Arcana” stacks on those hit and additionally applies 1 stack. Enemies not already inflicted with “Loom of Fates Caprice” or “Twilight Arcana” gain both effects. “Soothsayer’s Epiphany” is also applied to the other targets if they do not already have the status. The damage dealt by the AoE is 1/4 of the damage dealt to the original target and is affected by the DoT amplification from “Loom of Fates Caprice.” For 15 seconds after casting the ultimate, “Basic: Predestinated Fracture”'s cooldown is reduced from 3s → 0.5s and shoots 2 mirrors, it will also apply “Soothsayer’s Epiphany.” While the invincibility granted by the ultimate is active, energy cannot be gained, the invincibility is removed once the ultimate is complete. This ultimate has a 30 second cooldown.

Balance Changes

  • Necromancer corpse lifesteal towards owner increased (8 HP → 12 HP)

  • Necromancer corpse personal lifesteal increased (5 HP → 10 HP)

  • Necromancer HP increased (150 HP → 180 HP)

  • Basic noob stab damage decreased (30-50 DMG → 10-15 DMG)

  • Basic noob can no longer use grenades (grenade unit soon)

  • Basic noob gun and knife now match team color

  • Basic noob stab radius decreased (7 → 4)

  • Basic noob now has a little bit of movement delay to help with lag.

  • Rocketeer aiming improved

  • Rocketeer explosions now each individually deal damage once for 30 DMG.

  • Rocketeer explosion radius decreased (20 → 18)

  • Medic heal rework. Now heals once for 40 HP, gone from its previous and random near max health heal due to multiple explosions occurring. The heal explosion has also been optimized and fixed. This change has been done because there are stronger healer/support/cleanser units planned with the introduction of debuffs, preserving the medic as a low cost healer but highlighting the fact that it is low cost.

Bugfixes

  • Necromancer bullet bugs fixed.
  • Necromancer ult fixed.
  • Medic heal hitbox and ticks fixed.
  • Fixed server cleanup and optimized a lot of effects to be properly removed.

The map has been temporarily changed for ease of testing purposes

V.0.06 (1/26/25)

New Units
Grenadier Noob
Oleren, The Druid of Eden

Oleren, The Druid of Eden Kit

Passive: “Healer’s Insight” This unit will gain increased movement speed when moving towards low health allies.

Basic: “Life Bane” Send out an orb of Ire. Applies “Poison,” a DoT that can stack up to 20 times. Deals 1 Flat damage + 0.5%MHP. Stacks increase flat damage by (stacks/2) and increases % damage by (stacks/20). Duration is refreshed if the effect is applied again. DMG multipliers: 0.5%MHP + 1 → 1.5%MHP + 10. DoT activates every second and dissipates after 3 seconds if not refreshed.

Skill 1: “Blessing of the Garden” Conjure mending butterflies from the eternal garden of Eden to heal a nearby ally for 250 HP and grant 0.5s of invincibility. A butterfly will then rest on the back of the target, applying “Eden’s Invigoration” which cleanses all debuffs and grants 2s of debuff immunity while also raising max HP by 150. Every 2 seconds the butterfly will grant the blessings of Eden to the ally if they are not full health, which will heal them for 100 HP and grant 0.25s of invincibility. Once 4 heals have been expunged the butterfly will leave and the buff will be removed. This unit will prioritize the lowest HP ally in its vicinity. Subsequent uses of the skill on the same ally will refresh the buff and heal for 250 HP. If this unit is damaged, it can use this skill on itself if no allies are in need of healing.

Skill 2: “Thorns of Ire” Conjure venomous vines of Ire to ensnare opponents, stunning enemies hit for 1.5s and pushing enemies hit together. Inflicts 5 stacks of “Poison.” This skill will not hit objects.

Ultimate: Evergreen Immortality Requires 30 Energy. Using Skill 1: “Blessing of the Garden” grants 1 energy. Whenever an ally or this unit is healed by the “Eden’s Invigoration” applied by Skill 1: “Blessing of the Garden” or the “Evergreen of Life,” 1 energy is granted. A butterfly will appear next to the unit for every 10 Energy possessed. The ultimate will erupt the “Evergreen of Life”. The “Evergreen of Life” can be destroyed, it has 1000 HP and cannot be healed. The “Evergreen of Life” will expunge 50 HP to heal nearby allies in a large AoE for 200 HP. It will additionally grant them “Eden’s Invigoration.” The “Evergreen of Life” will only use its heal if there are allies nearby. The ultimate has a 60 second cooldown, a red butterfly will appear next to the unit to signify that the ultimate is on cooldown. Energy cannot be gained while on cooldown.

  • New status: Stun. Clears current target and prevents actions from being taken.
  • New Status: Unhealable. Uncleansable debuff that prevents healing (not to be confused with anti-heal, a future mechanic that will be cleansable)
  • New Status: Stealthed. Prevents nearby enemies from detecting the affected unit.

Balance Changes

  • The below changes relate to Catherylla, The Twilight Soothsayer
  • Non 7 stack detonation 1.8%MHP + (stacks) → 0.5%MHP + (stacks). Added flat damage: (stacks) + 3
  • 8 stack detonation 20%MHP → 15%MHP. Added flat damage: 25
  • Twilight Arcana Stacks now reset when detonated. Bewildering Fortune and Soothsayers Epiphany prevent stack resets as long as the detonation was not an 8 stack detonation.
  • Twilight Arcana detonations no longer give Twilight Arcana stacks.
  • Ultimate CD reduced: 40s → 30s
  • Skill energy cap removed, now gives energy per total enemy hit.
  • Skill hitbox reduced 30 studs → 28.5 studs.

  • Medic noob heal increased (40HP → 60 HP)
  • Rocketeer damage increased (30 → 50 DMG)
  • Railgun is unstunnable and unmoveable.
  • Turret is unmoveable.
  • Sk4t3r n00b skill now does Flat damage instead of random damage (2-6 DMG → 5 DMG)
  • Sk4t3r n00b skill damage ticks increased (25 ticks → 27 ticks)
  • Sk4t3r n00b skill damage ticks are reduced to enemies that walk into the AoE late. (every 0.1s = 3 less ticks)

  • Recon rework. A new status “Stealthed” has been added, making it so that the Recon is now fully undetectable. Also cleaned up its code.
  • Recon HP Increased (1 → 20)
  • Recon vulnerability duration increased (0.3s → 0.4s)
  • Recon will no longer go invisible until the target it is attacking is dead.
  • Recon damaged increased (100-125 DMG → 125 DMG)
  • Recon attack delay added (0.5s)
  • Recon gains an “Empowered Attack” when going invisible and is lost after it is used once.
  • Recon normal attack (25 DMG)

Bugfixes

  • Lag has been significantly reduced.
  • Cleaned up and optimized Catherylla, summoner, sk4t3r n00b, turret, railgun, rocketeer, sniper, necromancer and medic code.
  • Greatly optimized aiming.
  • Optimized bullets.
  • Effects and sounds are now client-sided. (working on bullets)
V.0.07 (2/8/25)
  • Added Sword Noob, attacks nearby enemies.
  • Frostmancer (Crowd Control, mid-cost)
    Basic: “Icicle Toss” Hurls a slow-moving icicle that deals 25 DMG and inflicts a stack of “Frost”. When 4 stacks of frost are on the target, the target is “Frozen”, stunning them for 4 seconds and clearing the frost on the target. “Frost” decreases walkspeed, scaling on amount of stacks. 1 Stack = 30% decrease, 2 stack = 60% decrease, 3 stack = 90% decrease. “Frost” has a duration of 7 seconds and is refreshed if it is applied again.

Skill: “Fimbulvetr” sends out a mist of frost, applying 1 stack of “Frost” and dealing 10 damage. Glaciers of ice will then erupt at the edge of the attack, dealing 25 damage and applying 3 stacks of “Frost”.
Cost 1000 cash.
(Frostmancer scrapped stuff: Would be able to gain energy via freezing. At max energy, could use an ult that creates a blizzard that constantly applied frost. Frost also used to extend frozen duration, may be re-added in the future. Skill also used to apply only max 2 frost (1 each hit) instead of 3 on the final hit. This was changed because frost also originally needed only 3 stacks to freeze instead of 4. Also considered an alt skill that created a destructible object that applied frost in an aoe periodically.)

  • Hacker (Support, Low-Cost)
    Skill: “Game Alteration” Creates a firewall that blocks enemy bullets. The firewall can be destroyed, has 500 HP and decays 7 HP every half second. 25s CD. Cost 750 cash.
    (Hacker scrapped stuff: Originally named Forcefielder, would’ve just made plain forcefields. Later on was given the hacker theme)

  • Cash generation unit
    generates 50 cash every 10 seconds. destructible. cost 400 cash.

  • Added unit selection. Hold Left click + Q to drag and select units.

  • Selected units can now be manually moved with a move unit button, click the button then the location that the units will move to.

  • ???

Balance Changes

  • Rocketeer Price Reduced: 900 cash → 800 cash.
  • Twilight Arcana max shatters now give 2 energy.

Bugfixes

  • Basic Noob renamed to Gunner Noob.
  • Optimized hitboxes.
  • Fixed nonexistent bases being targets and causing NPCS to stand still and do nothing.
V.0.08 (4/23/25)

New Units
Lycanore, The Umbric Wraith (DoT DPS)
DJ (Suppot)

Lycanore, The Umbric Wraith

Basic: “Dark Adherence” Briefly stops in place before unleashing a quick burst of shadow-infused bullets, fires 8 bullets that each deal 9 damage and apply “Shadowblaze”. “Shadowblaze” is a non-stackable DoT effect that deals 4% MHP + 8 Flat Damage every second, it has a set duration of 5 seconds that is refreshed whenever the effect is applied again.

Skill: “Eternal Dusk” Dashes towards the target and unleashes a volley of bullets towards the ground, inflicting “Shadowblaze” and dealing 6 Damage up to 16 times. 15s CD.

Passive: “Arachne’s Favor” Whenever this unit gets a kill, if Skill: “Eternal Dusk” is on cooldown the cooldown will be reset. If the cooldown is reset in this way, this unit will additionally gain a stack of “Penumbra”. At 3 stacks, this unit will be shrouded in darkness and healed 50 HP, indicating that only one more stack is necessary to activate Ultimate: “Moonless Night”.

Ultimate: “Moonless Night” When 4 stacks of “Penumbra” from the Passive: “Arachne’s Favor” are acquired, slows down nearby enemies and deals light damage (13x2) while spinning around and shooting. The area is then covered in darkness and quickly flashing bullets as they ricochet across the area. Enemies hit by the attack are inflicted with “Shadowblaze”. The duration of all DoT effects on the targets are refreshed, and stackable DoT effects gain 1 stack. This attack additionally deals extra damage for every DoT effect on the target, dealing 1.5x DMG per effect, with a base of 166. Additionally, this attack is considered DoT damage and is also affected by DoT amplification, and all DoT effects on the target are considered to be activated once.

KIT OG CONCEPT: Diablo (Hypercarry, high-cost) Catherylla BIS
Basic: dual wields guns, applies flame DoT. Deals “Piercing” damage, which means that damage can be dealt to enemies behind the target that are in range.
Skill: Rises into the air and fires in a circle at nearby opponents, applies flame DoT.
Skill 2: Instantly flashes to nearby opponent. Refreshes after killing something.
Ultimate: Gain energy after killing opponents. At max energy, spins around and shoots, after shooting the bullets fall down all at once to deal damage based on flame DoT and apply an enhanced flame DoT. Gain increased speed and damage for a duration after ult.

DJ

Basic: “Beat Blast” Fires a slow-moving beat that deals 20 damage.

Passive: “BPM” This unit has 21 Walkspeed. After using any skill, there is a 10s cooldown before **Skill: “Harmonious Melody” or Skill: Party Anthem can be used, even if they are off cooldown.

Skill: Harmonious Melody Plays a tune of restoration that heals nearby allies for 25 HP every second over 20s. 30s CD

Skill: Party Anthem Plays an empowering song that grants nearby allies “Encore”, which increases their damage dealt by 1.5x and their fire speed by 2x. This effect cannot stack and can be applied to any ally that walks nearby for 20s. When this skill ends or if this unit dies, all instances of “Encore” applied by this unit are diminished.

OG KIT: DJ (Support, mid-cost)
Basic: blast of music
Skill1: Throws boombox to deal shockwave damage and briefly stun enemies.
Skill2: Plays a groovy beat that buffs nearby allies, granting increased firerate and walkspeed.
Skill3: Plays a soothing tone that heals nearby allies.

Lag Fix

  • Client side bullet systems created for DJ. Will eventually convert all units to this system for smoother gameplay soon.

Balance Changes

  • Evergreen of Life HP Increased (1000 → 2000 HP)
  • Evergreen of Life self-damage decreased (50 DMG → 25 DMG)
  • Forcefield self-damage increased (7 DMG → 9 DMG)
  • Frostmancer Skill Initial and Final hit DMG increased (Initial: 10 DMG → 20 DMG | Final: 20 → 35 DMG)
  • Frostmancer Skill Initial hit Frost infliction increased (1 Frost → 2 Frost)
  • Frostmancer Icicle throw cooldown decreased (2s → 1.7s)
  • Frostmancer skill hitbox increased.
V.0.09 (???)
  • New Units
Kaworu

???

Lag/Bug Fix

  • Converted all units (except necromancer) to client side bullet effects.
  • Fixed Frostmancer initial hitbox.
  • Optimized Rocketeer bullets.

Balance Changes

  • Soothsayer Basic CD (3s → 1.5s)
  • Sniper now has an animation instead of standing still when reloading.
  • Sniper walkspeed increased (0 → 10). Walkspeed while aiming remans 0.
Unit Ideas

Angel (Tank, high-cost)
Basic: sword. Knocks back enemies
Skill: Grant dmg reduction to itself and nearby allies
Skill 2: Send out chains that stun nearby enemies
Skill 3: Fly
Ultimate: Being hit grants energy. At the required energy, rain down swords of light

Fairy Unit (Tank/Summoner, High Cost)
Passive: For every summoned entity increases this unit dmg reduction by 1% + (passivename) stacks. 5 Summoned units: gains glowy wings and 10% dmg reduction. Whenever summoned units die gain a stack of (passivename). Max 50.
Skill: Summons a Lightkindred. Lightkindred is a melee unit. At >10 (pasivename) stacks these lightkindreds can be ranged. At >20 (passivename) can summon lightkindreds that
Skill2: turns lightkindreds into essences and pushes them towards enemy, slashing them. Then returns the lightkindreds to og forms.

Dream Eater (Crowd Control High Cost)
puts enemies to sleep and feeds off their nightmares.

Blowdart (Low-cost DoT)
poison DoT

Flamethrower (Low-cost DoT+AoE)
AoE burn DoT

Unicorn girl (???-cost Tank/Summoner)
Completes the nostalgia trio
Basic: Rapidly swipes forward with claws.
Skill: Summons Fluffy the Unicorn. Fluffy the Unicorn is a tank, shoots lasers from its horn. Dissapears on Unicorn Girl death and has an indicator for its owner. Fluffy the Unicorn will absorb damage of nearby allies.
Passive: If Fluffy the Unicorn is nearby, Unicorn girl can ride her to go faster and travel together. When this occurs, both will regenerate HP.
Ultimate: Rides Fluffy the Unicorn into the sky and does a dual attack with a barrage of lasers and claw swipes before slaming onto the ground.

Ms. Botched (???-Cost DPS)
Basic: Shotgun
Skill: Flamethrower
Ultimate: Spins around in a car

Lag Reduction Notes

Lag reduction goal: lag is seen in a loss of physics (everything moves slower like its on the moon) and overall slowed game movement. goal is to get rid of this
Stress test of ~104 basic noobs
results:
little to no lag was reported in client or server
pathfinding saw little to no lag, fighting saw little to no lag
hypothesis: prev hypothesis for lag cause was entity count, 100 basic stress test (more than average
Stress test of 105 turrets
similar results to basic noob, physics seemed to be fine
Stress test of 173 skaters
significant lag observed

Current lag speculation: mass touched events

Roadmap

  • Blowdart Unit :white_check_mark: OTW V.0.0X
  • Convert all bullets to client side (PRIORITY: Default bullets, Catherylla, Lycanore, Oleren, Necromancer) :white_check_mark: OTW V.0.0X
  • Switch to custom attributes rather than values :question: (V0.0X)
  • Necromancer mini-rework (ult cleanup, impending replaced w stun) :question: (V0.0X)
  • Summoner mini-rework :question: (V0.0X)
  • Auto-spawn / base claim changes and potential spawner unit :question: (V0.XX)
  • Entity code rework, shared modules for all entities rather than individual module clones per entity (not a priority since lag is fine rn) (V0.0X)
  • Entity AI rework, allowing for Guarding, Following, Attacking, use ult/skill, etc. :question: (V0.XX)
  • Entity customization + leveling :question: (VX)