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Weekly devlogs: Rogue Legend 2

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January 31 - Put some Daub on it

Some improvements to the look of distant terrain, I should also be able to apply this to the island itself for some consistency and a nicer view when looking out across the world.

There's a new millstone you can craft, which can be used to grind things down. It'll eventually be where you mill flour and make pigments

Add some wattle to your daub by smearing mud onto your wattle house. A bit more cozy and secure than loose twigs.

Crops now have a grace period at the change of a season. Now instead of dying immediately, your crops from the previous season will be able to grow and be harvested a small ways into the next season. This should give you just enough time to get those last few stragglers all done before rotating out your crops.

Lots and lots of performance improvements. Memory usage is down overall, and a troublesome memory leak that caused performance to degrade over time has been smoothed out. Protip to other Unity devs: Generating procedural meshes causes memory leaks, because Unity doesn't treat unreferenced meshes as garbage to be collected, and won't until you change the scene. What a fun hidden issue for a game where all the terrain meshes are procedural and the scene never changes.

Beyond that there were many other improvements. You can attach your keys to a single keyring to keep them all organized, you can automatically login each time you play by checking "remember me" instead of needing to re-enter your password, and drills have been tweaked to be better to use.

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February 7 - Time to Duel

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February 14 - Pretty Fly for an AI

I worked on AI this week! All the NPCs have new combat AI, and should be a little more engaging to fight. Wolves and boars will lunge at you, some of the faster humanoids will dodge around, while others will be a bit more defensive. Have some gifs

Fight Wolf

There are some more sound effects, animations, and some slight camera improvements as well. In GIF #3 you may notice that I misjudged my swing, and I've made some changes to how the camera moves when locked on in close quarters to fix this.

Spear Tree

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