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.
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.
Debuffs can now be partially resisted
Sleep and petrify debuffs now interrupt any abilities being cast.
Changed animations for some bandit enemies
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.
Going up/downhill now works better
Shaper melee weapons changed to work similarly to other heroes, instead of being a sustained mode.
Skills for manipulating aggro
A few effects now use inverse light (which removes light from surroundings instead of adding it)
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.
Improved healthbar visibility
Updated weapon switch symbols
Screenshake from damage can now be toggled on/off
Removed doppler effect from 3D sounds
Reduced file size by reducing size of textures
Only registered members can share their thoughts. So come on! Join the community today (totally free - or sign in with your social account on the right) and join in the conversation.