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Lightning Attack

Requires Line Effects

Forked Lightning: Ability will need to launch lines at multiple targets simultaneously and handle the death of the "primary" target gracefully.

Chain Lightning: Ability will need to search for valid targets within radius of target and draw lines between targets.

VFX Attachment Points

VFX should be attachable to specific points on the body, such as muzzle flashes on weapons

Alien Artifacts

Alien Artifacts are items discovered by Heroes upon killing enemies and destroying lairs. They are strange and superior weapons, armor, equipment, and consumables. A Xeno Temple is required to identify and use these items.

Ability Pulses

Launch multiple salvos of projectiles

new fields:
Pulse Count
Pulse Period

Max Combat Distance

While in combat, units should only pursue for a specified distance. If a unit is attacked and its target is too far away to attack, it should consider attacking its attacker.

Tax Collection

Tax Drones go to the various buildings and collect their stored Credits, and return them to the Castle.

GameManager Prefab

Create bundled GameManager object by throwing relevant scripts on main canvas, and prefab the entire UI.

The GameManager object references an uninstantiated LevelData prefab.

Use GameObject tags to mark quest objectives.

Scrap Mechanics

Mechanical units dropping scrap on death
Scavenger units picking up scrap
Abilities that cost scrap
Building upgrade that causes it to generate scrap

Unit Display Frame

Health bar, energy bar, state start icons, name & level. Heights determined by navmeshagent or navmeshobstical - GetHeight(). Fix healthbar fill.

Learning Abilities

Units should be able to learn abilities once they’ve been researched (at the Xeno Temple, for example)

Occupying Buildings

Units should occupy buildings when shopping, doing research, or sleeping. Maybe create a state list for things that take place inside buildings.

Item Abilities

If items have abilities they should be considered for use by their owner

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