Top-down action RPG where abilities are gained directly from equipment. New in this demo: road layout for levels, weapons sheathed to back, blocking heavily modified. Expand description for full notes.
Patch notes 29.10.2015
Feature staggering
More features are now opened as the campaign progresses.
- Outposts starting level 2
- Trinkets can drop from level 2
- Enemies can have enchanted items starting at level 3
- etc.
UI
Player UI changed a bit:
- hotkeys are clearer (they have a bordered area on top of the skill icon).
- skill icon borders are darker to make it clearer that they can’t be clicked.
- Passive skills are now marked with a lightning symbol
Help
- Quick help remade: player must now hold a button to show it. Also works with controllers now.
- Added tips for new stuff that player encounters (outposts, trinkets, enchant scrolls etc..)
Tutorial
- Switched order with the intro scene; tutorial is now the very beginning of the game
- Now has a bit of story in it
- Training rooms contain small scripted events
Player character
New animations:
- Gun reload
- “Enchant weapon”
- Shout
Inactive weapon is now sheathed on player’s back. It’s model is smaller than normal (because some weapons are huge).
Trinkets were moved slightly to the side to make room for the sheathed weapon.
Skills
Changed particles for some explosion abilities (Fire Bombs and a couple of others)
Added base for a meta-skill which alternates between two or more possible skills.
Summoning: Summoned creatures can now follow their creator when out of combat.
Blocking
- Ranged weapons can now also be used for blocking, but blocking with them is slightly less powerful.
- Normal blocks can now block 100% of damage, up from 80%.
- Blocking normally (after the short-duration super-block) now costs mana, usually 1 mana per damage blocked.
- Holding block reduces mana regeneration rate.
- Starting a block now requires a minimum of 5 mana, so losing all mana temporarily prevents blocking.
Enemies
Chapter 1
- Bandit mage boss entry dialog and AoE explosion skill modified.
- Bandit Lord (level 4 boss) no longer uses melee attacks. He’s strong enough without them.
Map
Map can now consist of roads as the main feature.
Borders between different tile types can now have a lining to hide the seam.
Special rooms:
- Chapter 1: Added room with a dwarvish house.
Increased thickness of all walls to match chapter1 wall thickness
Co-op
Players now have trails with different colours to tell the heroes apart from each other more easily
Bugfixes
- Ambushing bandits once again instantly attack player instead of just chilling around until player attacks them
- Fixed an issue with boss close-up camera
- Fixed bug where gear was sometimes invisible in inventory character 3D view.
- Fixed bug where enemy line targeting particles could be invisible
- Fixed bug where clicking the X in inventory corner didn’t close it
- Fixed bug where some rooms could be hidden in map display on big maps
Small improvements
- Added a simple splash screen which is shown before the menu.
- Camera acts more consistently when going through doors (so that it always appears like the player moves in a straight line).
- Main menu: camera now has the same effects as in game (bloom, ambient occlusion etc.)
- Talking to vendor across his table is now easier.
- Destroyable props (crates etc) can now be hit with projectiles, but the projectile is not consumed.
- Co-op player 2 UI is now copied from player 1 if needed (instead of being separately made). This ensures that co-op p2 UI is always up to date with p1 UI.
- Level up prompt now tells player how to open the level up window.