Avalon Heroes – Updates

Public development progress and milestones.

Forest Level Prototype & Combat Effects

📅 Jan 17, 2026 🧪 Build: Development #World #Combat #AI

A placeholder forest level has been created to establish scale, atmosphere, and traversal flow, alongside temporary music to test in-game mood and pacing. This update also focused on stabilising enemy behaviour and improving combat feedback.

  • New placeholder forest environment added for early world-building tests.
  • Background music integrated to evaluate tone and immersion.
  • Enemy AI logic revisited and multiple state machine bugs fixed.
  • Weapon slash effects added for one-handed, two-handed, and dual-wield combat.

What’s next

  • Visual polish pass on forest assets
  • Further AI behaviour refinement
  • Hit feedback and impact tuning for melee combat

Refining inventory and equipment systems.

📅 Jan 15, 2026 🧪 Build: Development #Inventory #UI

Weapons and armor now can be equipped on player character.

  • Items in inventory can now be displayed via their respective icons.
  • Equipped items now show on the display character and the player character.

What’s next

  • Damage scaling on level-up
  • Equipment-driven stat recalculation

Refining inventory and equipment systems.

📅 Jan 14, 2026 🧪 Build: Development #Inventory #UI

Weapons and armor now can be equipped on player character. The issue now is that the armor data does not properly remove itself from the equipment slots.

  • Items in inventory can now be displayed via their respective icons.
  • Equipped items now show on the display character and the player character.
  • Updated weapon initialization logic to work with equipment systems.

What’s next

  • Damage scaling on level-up
  • Equipment-driven stat recalculation

Enemy AI State Machine Stabilized

📅 Jan 13, 2026 🧪 Build: Development #AI #Combat

Enemies now reliably transition between chase and attack states. This resolves an issue where enemies would freeze or spam attack animations.

  • Fixed NavAgent distance checks
  • Removed invalid references during state changes
  • Improved attack responsiveness

What’s next

  • Damage scaling on level-up
  • Equipment-driven stat recalculation