Party-based RPG with top-down pauseable realtime combat. In this demo gameplay has been changed from large 3D maps to small closed encounters which are selected from a menu.
Nuclear Rune v0.5.0
Note: Use Test tools on right hand side of screen ingame for level skipping, unlocking all abilities and such.
Closed encounters gameplay
Gameplay now takes place in closed encounters which are entered through a menu, instead of large 3D levels.
How it works:
- Get teleported to a small encounter zone
- Fight enemies or find the exit
- Gain all loot automatically when exiting
- Get transported back to level
Being defeated in a closed encounter sends the heroes back and resets the encounter (basically loads the game state from before start of encounter)
Abilities/talents
Added passive talents which always active once unlocked and don’t take up skill slots. They are displayed in a separate section of the talent window.
Added functionality to allow modifying hit chance and critical chance of incoming and outgoing attacks in new ways.(e.g. critical chance can be reduced by target’s passive abilities before critical strike success is calculated)
Added passive ability type which modifies either incoming or outgoing attacks.
- Can modify damage, critical chance and hit chance
- Can have conditions based on distance to target, damage type, attack type, skill type, and more
- Shaper examples
- Snipe: Gain +30% damage against distant enemies (>8m range)
- Headshot: Gain +25% critical chance against enemies above 90% health
- Arrow Avoidance: Reduce incoming ranged attack hit chance by 30%
- Warrior examples
- Execute: Gain +40% critical chance against enemies below 25% health
- Pincushioned: Reduce damage taken from ranged basic attacks by 30%
- Last Stand: Reduce damage taken while below 30% health by 30%
- Mage examples
- Flames of Fury: Fire attacks gain +30% critical chance
Additional effects triggered by skills can now have a chance to trigger, instead of triggering always on the event.
Skills can now trigger additional effects on critical strikes.
Added status effect: Root - prevent movement and reduce chance to dodge attacks.
UI
Attempting to select a dead hero now shows displays an effect over that hero.
Double-clicking (mouse, hotkey or hero icon) a dead hero now focuses camera on that hero.
Talent screen now has a hoverable button which gives tips on how the system works
Updated layout of talent screen.
Damage calculations, types & stuff
Scalings changed: “strength power” and “dexterity power” were replaced with “physical power”
Skills can have either physical, magical or hybrid scaling.
Hybrid receives 70% of both physical and magical powers.
Armor calculations & armor penetration
- Armor penetration reduces damage reduction granted by armor, e.g. 50% penetration means 70% damage reduction from armor is reduced to 35%
- Effectiveness of armor and armor penetration also scale with level, so that ~5% more is needed to gain same effect on next level.
- It will possible to bypass armor fully with some abilities if the hero has also passive armor penetration from other sources.
Equipment
Added scaling for weapon power based on item level.
Enemies
Some new enemies added
Enemies aren’t restricted by shared cd:s when using same skills as heroes.
Map/Environment
Implemented explosive barrels which explode when broken after a very short delay.
Bugfix
Fixed issue where clicking confirmation box options could simultaneously click some things behind the button on cursor position.
Clicking skill hotkeys when a menu is active no longer works.
Activating a menu while targeting something now ends the targeting action.
Fixed issue where characters started ice skating if they were moving at very low speed.
Fixed some issues with equipping stuff