Hardland Release 19 adds completely reworked day and night cycle and much more.
Changelog:
FEATURES Day and night cycle completely redone: - Beautiful sunsets and during night you can see stars. - CycleComponent examples: - Certain characters are only active during day. - City lights are lit at night. Two-phased enemy attack behavior: - Enemies display their alert behavior and change to aggro idle, but don't immediately rush to attack. - As an example, Goblin Fodder is made to not be alerted whereas e.g. Goblin Captain is. Robust melee weapon hits using the 3d pizza slice technique. Added critical hits and improved knockback. Preliminary knockback animations for most enemies. Added staggered animation for Skeleton Champion. Reworked the concept of armor. Throwing characters no longer breaks their physics. Fixed this annoying T-pose glitch that happened upon character death: https://i.imgur.com/ZLEZLed.gif Treasure chest opening and loot ejection improved. - Trap chests can spawn characters properly. - Loot randomized. Starting areas expanded and polished. Objects can follow the angle of the underlying terrain. Improved screen-space reflection quality. New level up effect and other particle effects improved. Major game engine improvements. More predicable physics simulation and less CPU spiking. New stone fences, smaller watchtower, larger 4-wheel cart. Increased Ghoul attack range by adding squash and stretch animation for the striking arm. (ala Battletoads!) Added more characters to random generator lists. Larger more dangerous Ghoul variant. New goblin unit Goblin Bomber. Visual changes to Goblins. Added new ground foliage. Gold pull effect improved. Disabled head-tracking in death. Health bar is always shown for aggro characters. Addded support for disc shaped particle emitters. Graphics config changes and more graphics options.