Tactical top-down party RPG with a pauseable real-time combat system. Project started august 2016.
Party-based RPG with top-down pauseable realtime combat. Added tutorial and removed unnecessary test stuff for better accessibility. Encounters in first level have new models.
Note: Use Test tools on right hand side of screen ingame for level skipping, unlocking all abilities and such.
Added tutorial and some tips
New encounter map models (tho old ones are still around)
Reduced amount of unnecessary test stuff
Basic tutorial and explosive barrel tutorial levels
Also added UI for displaying tips for stuff like level-up.
New models for encounter zones
New type of encounter: advancing death zone
The zone is a straight line with a few groups of enemies along the way, with a damaging zone that moves forward slowly and stops near the end of the zone (at which point all enemies have been aggroed).
The trick is to keep moving without aggroing too many enemies at once and to try make enemies take damage from the zone.
Added objective description for active encounter to UI, e.g. “Kill all enemies”
Skill description now displays hit & critical chance bonuses instead of total chance, and the bonuses are only displayed if non-zero
Some variables in skill descriptions are now hidden, and can be displayed by holding shift. Skills with any hidden variables display a help text to indicate this.
Background of toggleable menues is now more opaque to prevent encounter selection menu from showing up behind it.
It’s now more obvious which talents can be unlocked and which can’t.
Changed Shaper’s equipment color to be more green to better separate from Darkeye (the mage).
Added a faint glow matching the hero’s colors to make it easier to tell which hero is which. Warrior is blue, Mage orange and Shaper green
Hero health&mana UI is now hidden outside encounters.
Map, crafting and customization buttons are hidden from header menu bar
Caster boss (in ‘Boss Circle' encounter) is now immune to all debuffs. Have fun.
Sleep Dart: when cast, any allies who were attacking the target will start to attack other enemies.
Reduced field of view and increased look distance accordingly (so about same area is visible by default) and lowered camera angle. The effect is that the game looks more isometric-ish.
(Old values: FoW 65, angle 75
New: FoW 30, angle 65)
Start of game: The heroes no longer have attribute and talent points and no extra items in inventory.
(It’s still possible to use testing tools to get them though)
Fixed issues with encounter loading screen
Fixed bug where inventory and skill slots/buttons could register too many clicks for no good reason.
Item dragging in inventory once again works