Reworked the stamina system. Changes include:
- Stamina depletion is back, but now it's called dehydration. Characters's maximum stamina gets depleted up to a 50%
- Water can now be used via inventory to reduce the depletion
- When stamina reaches 0, the character will no longer be unable to run. Instead, running speed is reduced progressively when stamina is below 25%
- Attack damage is multiplied by current stamina. On full stamina, attacks deal 50% additional damage, while on 0 stamina they deal 50% of the total damage
- Dodge iframes now depend on current stamina. Below 50% stamina, iframes are reduced to 66% of max iframes. Below 25% stamina, iframes are reduced to 33% of max iframes
- Water can now be automatically collected when raining or snowing
These changes will be balanced based on testers feedback.
Bug fixes and QOL changes:
- Updated the base engine, including optimization tweaks
- Fixed an issue where Sean wouldn't get progressively tired while attacking
- Updated character sheets to properly display dead characters
- Updated character rest menu, so now dead characters won't perform activities
- Updated crafting menu, now it doesn't display dead character's recipes
- Maelvar door kick now drains stamina and applies depletion depending on the lock's complexity
- Fixed resting to properly change the state from injured to uninjured
- Opened metal doors now persist as opened
- Fixed an issue where more than one click was needed to use the dialogue wheel
- Changed several abilities duration to last more
- Changed the resting system, so now the required water and food depends on how many characters are currently alive
- Added a queue on companion commands. Now characters can be ordered to attack several enemies in a row. (This one is still a work in progress, so issues are pending to be fixed)
More known issues will be addressed on the next patch, as well as quality of life improvements.