Party-based RPG with top-down pauseable realtime combat.
Note: Use Test tools on right hand side of screen ingame for level skipping, unlocking all abilities and such.
Characters can now have resistances and weaknesses to specific damage types. The multiplier is displayed next to damage number if it’s other than 1.
Test: Heroes can now use mana-spending skills as long as they have at least 1 mana, and mana can be negative. Negative mana value is displayed in a different color on the party health bar.
Knockback effects now have a status effect. This means it can be used to modify or add effects to skills.
Status effects have new colors and icons.
Restore a large amount of mana, get a debuff. Currently unlimited uses.
Shaper: Spike Trap - now deals significant bonus damage if an enemy is moved into it by a knockback effect from skills such as:
Skills can now apply buffs which trigger an effect when the target has a specific status. The status can optionally be consumed when this happens. This allows e.g. shattering a petrified enemy when it’s hit by a knockback effect, or bursting an oil-drenched target in flames when hit by fire.
Damage zone skills: Can now be attached to the caster, and trigger effects when an enemy enters or leaves the area.
Warrior - new skills:
No Escape: Creates a circle around self which pulls enemies back if they leave it.
Ring of Blades: Create a circle of blades which damages enemies whenever they enter or leave it. Increased damage if enemy is under knockback effect.
Skills can apply buffs which trigger an effect when target takes damage of specific type. In demo: Shaper's petrify debuff from Crystallize breaks and causes bonus damage when hit by knockback effect.
New AI behaviour: Switching targets at random with a random interval. Because what’s better than some fast & hard-hitting enemies randomly diving the backline? (not actually present in the demo)
Bandit Brute: now has single-target pull ability which is prioritized on distant targets.
Description for stacking buffs now updates when more stacks are gained.
Mana bar now shows how much the current order queue will cost mana in total.
If a skill order in queue can’t be cast, it will be ignored with a message.
Abilities can no longer be selected for targeting if they are on cooldown (except for global cd) or hero has not enough mana.
AI: Heroes will no longer automatically attack sleeping targets. It’s rude to wake them up.
Enemies splitting on death is now more realistic! The pieces fly away from the origin point of damage / in appropriate direction for projectile attacks (e.g. chain lightning) and explosion abilities
Randomgenerated levels are now a thing.
Levels can be tagged as replayable, allowing them to be replayed from the Camp level. They can still be requirement for progression, in which case they must be played at least once.
Implemented, but not usable in demo.
Fixed issue where trap skills had too big trigger radius
Tutorial level: tips are now once again visible