Top-down party RPG with pauseable realtime combat. Zone demo - Fishing Village. Updates to AI and pathfinding, new fog of war. Install instructions: Unzip and play.
Nuclear Rune v0.2.2 - Fishing Village demo
Zones
New: Fishing Village zone
Uses terrain, grass and stuff.
Note: Enter the Fishing Village by pressing the 'Fishing village' button in Start Game section of main menu.
Debuffing
Debuffs can now be partially resisted
Sleep and petrify debuffs now interrupt any abilities being cast.
Models & animation
Changed animations for some bandit enemies
Enemy AI
Ranged enemies now generally use at least 1 basic attack before using skills at start of combat (so there’s a bit of time to react before everyone gets blown apart by ranged nukes)
Added a bit of randomness to skill usage; enemies don’t always use skills when ready.
Additionally they sometimes use lower priority skills when higher priority ones are available.
Enemies learned how to use sustained modes.
Enemies now have some idea on how to target AoE abilities: hit many enemies, don’t hit allies.
This also affects heroes, so auto-casting skills like fireball works better than before.
Pathfinding
Going up/downhill now works better
Heroes
Shaper melee weapons changed to work similarly to other heroes, instead of being a sustained mode.
Enemy skills
Skills for manipulating aggro
Focus Fire:
- commands allies to attack a single target. This clears aggro to all targets, then sets aggro towards the target to some flat value.
Effects
A few effects now use inverse light (which removes light from surroundings instead of adding it)
Traps
Traps can now cause status effects in addition to damage
Added damage zone traps which deal damage when entered and with an interval afterwards. They can be initially toggled off and get activated by something else.
UI
Improved healthbar visibility
Updated weapon switch symbols
Settings
Screenshake from damage can now be toggled on/off
Sound
Removed doppler effect from 3D sounds
Build
Reduced file size by reducing size of textures