Development Log #47
- 17 hours ago
- 3 min read
Welcome once again to the weekly Development Log for Lionhearts, an up-and-coming project on Steam created using Unreal Engine 5.
This week, we did the first large stress test for Lionhearts: Melee. Fortunately, no major optimization or performance concerns were found! A few outstanding bugs and issues were identified, and are already in the process of being fixed or have been fixed. Alongside this, the team made major progress and improvements to many other areas.

Camera zooming has been vastly improved. We have also streamlined switching between normal, mouse lock, and tab target camera modes. Additionally, we made Push-to-Talk a toggle and added a HUD element to notify when you are unmuted and created a more reliable Loadout UI.

Character-to-character collisions and combat hitboxes has been greatly improved. Parrying while at low block defense will now result in a Guard Break instead of still parrying. SFX has also been added more fully to bows and arrows. We've also notably improved the sensitivity of changing attacking/block directions, greatly helping the feel of combat. The team also made matches best of 5 (instead of 3) to make them last longer and be more impactful. Finally, the server list will now periodically refresh if there are no listings.

As far as fixes, we fixed not being able to move when using the HUD shortcut menu as well as mouse lock HUD being inconsistent between the server and clients. NPCs will also no longer just stare at you while you're blocking, but rather attack consistently.
Various other minor polish and bug fixes were accomplished, including:
Fixed issue where, when taking block defense damage, it would always use the maximum charge damage of the weapon, regardless of how much was charged
Fixed an issue where the take damage camera shake effect would only and always play on the server host, regardless of who did and received damage
Fixed NPCs randomly dropping aggro
Fixed NPCs failing to attack a new target after their current target dies
Fixed NPCs targeting spectating players after their current target dies
Fixed an issue where NPCs would sometimes not spawn with their full loadout
Fixed an issue where if a teammate left mid-match, the round would not end if their team got wiped
Fixed a fatal crash from killing an NPC
Fixed tab target not switching and instead canceling after targeting a character
Fixed being able to tab target dead characters
Fixed being able to tab target while dead
Fixed tab target not canceling after dying
Fixed arrow trails remaining after hitting a shield
Fixed arrows doing normal damage to teammates instead of half
Fixed crouch prevention during combat not working for connected clients
Fixed the issue where you were able to use your weapons while dead
Finally, to improve progression feel we've added a level up custom notification menu and sound that plays, as well as a favor tracker on the HUD so players can more easily keep track of their progress!

Reminder: We have begun handing out Discord rewards to Kickstarter backers, such as roles and other special permissions. Check your Kickstarter messages if you're a backer for info on how to claim these rewards!
Please join us on our Discord server where you can ask questions and participate in our growing community!
Be sure to wishlist the game on our Steam Page, too!
