DesecrationLantern Mire
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Field note 42Combat feel · Environment

A clear shot in daylight.

A small aiming correction and a warmer sky make the Unreal battlefield easier to read.

Unreal prototype · The Passes Basic attacks follow the aim point; the ridges get daylight vUnreal 5.8.3 · Mac · Offline prototype
The Passes in warm daylight, with a wizard looking down the central path towards a font and a distant altar.
Actual Unreal source-game capture at the ordinary camera, staged with automated positioning and AI disabled. Resized from 1920 × 1080; this is presentation evidence, not a performance recording.

The parallel Unreal prototype now has its own playable island and a second layout, the Passes. The latest playtest exposed something more basic than spell balance: bolts could pass over a creature even when the aim point was on its body. This iteration corrects that trajectory and brings daylight to the ridges.

Let the bolt meet the aim

The old basic attack added seventy centimetres to the target point and constrained the vertical launch angle. That could lift an upper-body shot above a small creature, or prevent it from following the aim point uphill or downhill. The projectile now travels towards the actual traced point.

This preserves projectile speed, damage, mana cost and cooldown. Cover still stops a shot, and aiming above a creature still misses. There is no new homing behaviour or enlarged target collider.

Daylight through the ridges

The Passes gains warm sunlight, a separate blue sky, lighter distance haze and a gentler colour grade. The ridges and the entrances between them are easier to separate from the background. Lanterns and the monuments retain their colour without carrying the whole scene.

This is a lighting pass on the existing battlefield. The check preserved all 209 non-environment-lighting actors and their transforms. The other map and its moonlit sky remain byte-identical.

The previous moonlit Passes home view, with blue shadows along the same central route.
Before: the retained staged Unreal home-view capture. The new pass changes light, sky and haze; it does not enlarge the map or move its objectives.

Checked, and still to play

The original aiming code reproduced twelve failures across the four patrons: upper-body, uphill and downhill shots. With the correction, both maps pass all sixty-six rule checks in the source game and again in the separate packaged Mac app, including twenty-one new projectile collision cases and the existing gameplay rules.

Those are deterministic checks against actual collision bodies. They establish trajectory and blocking behaviour; they do not substitute for a person testing moving targets, camera feel or frame rate. No new performance result or multiplayer acceptance is claimed.

The next piece of ground

The next proposed set piece is one clearly warned collapse of an optional shelf or route. It needs to change traversal as well as look dramatic, while leaving the required objectives reachable and defining what happens to creatures and souls on the falling ground.

The presentation backlog includes the missing epic-spell card in the patron picker, actual spell demonstrations, a clearer Covenant heart, and stronger differences between crows and buzzards. Unreal multiplayer is a later delivery slice, starting with two players on a local network; one authored campaign mission follows. These are plans, not features delivered by this iteration.

End of field note 42Back to the journal