Sorry for the delay on this update, its been a hectic couple of weeks. This update includes the first iteration of the Colosseum and Parry mechanic and a handful of tweaks and fixes. Combo System The new combo system is live. The biggest change players will see is higher rarity items will now do a higher amount of combo damage on the third hit, it now scales with rarity levels. I'm also going to be adding in some more combos with debuffs, and buffs to help players out a bit. Parry This new mechanic will allow players to parry a downward attack from enemies once per enemy attack cycle, you will see a white flash showing when the parry window opens up attacking with a melee weapon during that time will trigger a parry. Parrying an enemy will immediately cancel that attack and stagger the enemy. This is a work in progress and I'm looking for feedback from players on how it feels, timing, and reward. I've thought about adding a damage burst on parry, or a stamina refund to the player, things like that would be welcome feedback. Colosseum The Colosseum is behind the archery range and allows players to test their abilities in a wave style fight. You can pick what tier and what difficulty you go up against and will have different resource rewards for winning the entire wave. Again, this is a major work in progress feature, resources and waves will need some tweaking and some balancing. I will be adding more waves, and varying enemies in the next update. I've also thought about adding the option for challenging bosses, or multiple bosses (T1 + T2 + T3 boss all at once? steamhappy) Bug / Tweaks - Fixed a few level colliders, casting wands in certain directions on some levels should function properly again. If you find any places where you aim and cast and it goes in a weird direction please post a screenshot on the feedback forum and I'll get those fixed. - Fixed collider height on T2 Dungeon room 2s floor to prevent some edge cases of falling through the ground. - Added a background panel to echoes to better show rarity colors. - Items and Resources will now save on pickup instead of dungeon completion, should help prevent lost items in cases of crashes.
[ 2023-04-07 21:04:27 CET ] [ Original post ]
- Huge 20 level procedurally-generated dungeon - Every dungeon run is procedurally generated with a seed that can be saved for later replay if you liked the layout, or a new one if you didn't!
- Five unique elemental dungeons to unlock and explore, each with unique resources, monsters, and crafting. In addition to the final Chaos dungeon, you can unlock access to four elemental magic dungeons: Fire, Water, Earth, Air,.
- Classless system: Abilities are based off your choices from a variety of items you can equip and use; you pick how you want to play.
- In-depth Melee System: Weapons have range, radius, and attack speeds. Want a faster up close small dagger? No problem! Want a larger slow sweeping polearm! Got it!
- Ranged & Projectile based physical and magic weapons, bows, fireball wands, healing wands, etc. In both instant cast and projectile versions.
- Town Upgrades – Bring those resources back and upgrade the town for stat boosts to all players in your game.
- More to be added once we finish up some more features.
- OS: Ubuntu 14.04 LTS
- Processor: 2.0 GhzMemory: 4 GB RAM
- Memory: 4 GB RAM
- Graphics: 128mb Video Memory. capable of OpenGL 3.0+ support (2.1 with ARB extensions acceptable
- Storage: 500 MB available space
- OS: Ubuntu 14.04 LTS
- Processor: Dual Core 3.0 GhzMemory: 4 GB RAM
- Memory: 4 GB RAM
- Graphics: 256mb Video Memory. capable of OpenGL 3.0+ support (2.1 with ARB extensions acceptable
- Storage: 500 MB available space
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