Tactical top-down party RPG with a pauseable real-time combat system. Project started august 2016.
This demo has been archived by the uploader because it is out of date and no longer supported. We recommend you browse the file list for the latest demo.
Top-down party RPG with pauseable realtime combat. Updates to performance, dialogs, vision, lighting and more. >Install instructions: Unzip and play.
Added a short introduction with text & images, modified tutorial dialogue, player starts with 2 heroes.
Some dialogues now happen without pausing the game; Dialog texts appear over the heroes and they can freely act during the dialog.
Second level redone. It is now a fully 3D-modeled area which takes place on the side of a steep cliff overlooking a canyon river.
Taking damage makes hero healthbars visible for some time when out of combat
Entering combat message is now more transparent.
Gear description: Variables are now at top and fluff text is at bottom
Expanded stats section in Character -> Attribute view
Hovering over a hero now also shows mana in the tooltip
New targeting sprites: ground circle targeting (nuclear symbol), cone targeting
Single-target targeting markers no longer rotate towards target.
Player target acquisition effect is now smaller and unaffected by pause/slow-motion (no longer possible to click 100 times on every enemy to cover them in red)
Level load and dialog end now trigger a brief delay before player can do anything (to avoid accidentally pausing by pressing space etc.)
Most UI elements now scale down on low resolutions to fit screen. The game should now be playable on resolutions as low as 640x480
Updated floating text for damage & healing, added special effect for critical hits.
A floating text is shown when a new status effect is applied
Combat end victory message no longer appears if no experience is gained (it’s usually not a victory if combat ends when no enemies are dead)
New cursor icons for hovering over unpathable areas and for targeting abilities.
Zone map is now generated also in levels without tiles. Also it now has higher resolution and is more accurate (it is generated from navigation mesh)
Shaper: added ‘Medicine’ talent set
Involves shooting allies and enemies with darts
Warrior: added ‘Blood’ talent set
Significantly increased amount of experience needed per level-up (so the heroes won’t get levels every couple of mob groups anymore)
Increased mana and health regeneration outside combat
Enemies now have a level. Each level increases max health and damage by a set amount, stacking multiplicatively.
Removed a bunch of modifier bonuses from strength, dexterity and magic
Each of them gives scaling for appropriate weapons (via Str Power, Dex Power and Magic Power).
Attunement: new attribute which increases mana maximum and regeneration.
All heroes now have same base health, base mana and regenerations.
Added a global cooldown shared between offensive abilities and basic attacks.
(this allows for more powerful abilities as they can’t be chained between basic attacks)
New skill type: Damage Zone
Removed screenshake from non-damaging abilities.
Modified code for some buff abilities to make them more consistent with other support skills.
Support skills: added targeting type ‘All allies within range’, which can be used for AoE healing, group buffing etc.
Support skills can now use projectiles (effect is applied when projectile hits target)
Passive abilities can now have conditions, such as weapon type requirements, window after damage taken etc.
Passive/sustained abilities can now also trigger ability effects (e.g. trigger a heal when doing damage, retaliate with a projectile when taking damage)
Ranged single-target abilities now check for hit at projectile launch, instead of projectile hit. If missing, the direction is slightly off and projectile doesn’t home towards target.
(It was disappointing to see projectiles home in on a target and then simply pass through on miss).
Skill can now consume a status effect if it gains bonus damage when target has the status.
Added a text appear sound for dialog. Different sound for each hero.
Foot step sounds for heroes.
Added a slew of new modifiers (which can be affected by buffs)
Debuff Resistance changed to Debuff Duration, effect inverted (so negative modifiers are now beneficial)
Mana regeneration is now flat
Standardized debuffs:
Added a few new ones
Also added description for each effect in Help UI
Detected but unseen enemies are displayed with a red marker.
After standing still for a short time, enemies outside line of sight but within 50% of sight distance are detected
Enemies a short range beyond vision range but within line of of sight are also shown as detected
(To be adjusted later, perhaps with some kind of Perception stat)
Adjusted in most levels
Weapons now have a base power and scaling with Strength, Magic and/or Dexterity
Scalings are displayed in the description.
Scaling for a weapon benefiting only from one stat is usually x1.0 (stat:power ratio of 1:1).
Total for weapons with multiple scalings can be higher, e.g. Dex x0.7 and Magic x0.7
Power is displayed like this: Total [Base+Scaling]
Shaper: new Animations (+updated a couple of old ones)
New type of skill effect: Glow around weapon with a customized gradient over skill duration.
Increased time before enemies lose aggro (10sec -> 25sec)
Slightly increased enemy aggro range.
Enemies now aggro towards targets better.
Heroes no longer attempt to navigate if a path can’t be found
Now behaves better in maps without tiles
Fixed a major performance issue
Camera move by hovering mouse at screen edge can now be toggled on/off
Added a save/load menu with unlimited amount of save slots
Real world date&time as well as level&chapter indexes are displayed for information.
Added a couple of new things which get saved and loaded (e.g. environment dialogs can't be triggered again after loading).
Refresh rate in real time is now maintained in slow-motion mode, which removes choppiness physics-using stuff.
Fixed bug with hit chances of a some abilities
Fixed bug where enemies didn’t check for line of sight when using skills (which led to ranged enemies shooting at walls etc)
Fixed bug where sometimes particles get ridiculously high for no good reason
Probably fixed bug where the heroes ended up in weird places when loading save or next level
Game window’s name is now correctly Nuclear Rune (instead of the old Dragonpath Tactics)
Fixed issue where certain UI elements (e.g. healthbars) were displayed in the wrong spot for 1 frame when created
Fixed issue with cursor texture switching
+ a bunch of undocumented updates