Enemies, effects and items¶
All test lists ยท Detailed history
Checked¶
- A short test spawned an enemy, damaged it with a player weapon and observed enemy damage to the player.
- Concussive Impact stunned a test enemy after the test forced a critical hit. See abilities for its evolution check.
- The short test observed freeze expiry and poison and burn damage. It did not prove movement slowdown or every effect.
- Focused checks passed for simultaneous poison and burn sources, reset of burning state on object reuse, and poison or burn sources that had been removed. The broader status-only check also passed its covered cases.
- The game reuses objects through its pool. General pre-pooling was not found in the scripts; performance was not measured.
Still to check¶
- [ ] Check remaining crowd-control effects and whether their visible effects are clear. Record reproducible failures and design questions separately.
- [ ] Check potion and other item pickups, expiry, repeated pickup and relevant ability interactions. Healing potions add to the player's stored amount; other potion effects can be temporary.
- [ ] Check object reuse and reset for the enemy, projectiles and effects in the cases under test. Measure performance before changing pooling.
- [ ] Check the older Dash/status test after its fixture is updated. Its Dash snapshot disagrees with the current player-owned state; that mismatch alone does not establish a live Dash bug.
Use test enemies for agent checks. The owner assesses balance and gameplay feel.