The first to benefit from this are Golems! As a buff, Golems now spawn 'Golem Rubble', the first of more-to-come Path Obstructors. Golem Rubble spawn at the death position of the unit with a % of the units max health. The Obstructor lasts forever (or until destroyed), and all enemies except Ethereal/Spectral are aggroed and attack it all at once!
Their function:
- Any enemies within Obstructer radius are aggroed and dog-pile onto the Obstructer, attacking it until it is destroyed
- Obstructors cannot be healed by normal means. They can only be healed by new upcoming towers that specifically heal, spawn, and buff Obstructors
- Obstructors do not move, and can take many different forms, such as walls, gates, rubble, forcefields, you name it I'm sure eventually there'll be more of them!
- Obstructors can have unique features, like damage reflection, passive self healing over time (HoT), etc
- Obstructors are affected by Area of Effect (AoE) damage such as; explosions or cleave
- Obstructors display their health and name (and owning players name) when mouse hovered, and do not disappear if their parent tower is destroyed, they also (currently) do not give gold though this will eventually be added
- Obstructors 'sink' or 'wane' the lower health they get, that way you can visually tell how 'healthy' your obstructer is and when it'll be destroyed
This took a huge amount of code rewriting for dated enemy scripts. I had to cleanup and rewrite over 8,500+ lines of code, and the testing team and I are working hard to iron out the bugs that came with it. However with this change, not only do we get a new scalable feature like 'Obstructors', we also get better performance and scalable enemy code! Hurray!
Got suggestions? Comment below!