So here is the update that took a while to make. I could not update sooner because the game was a mess, due to the deep changes I made in the base program. This update is a little hasty, because I said I would publish it within the week, but very close to complete. There are things that are still a bit buggy that I will correct very soon. So here's what's been improved : - Enemies now act as part of groups, instead of acting as individuals. They take decisions based on their group, and will join fights that their group take part of. They also revive their fallen allies after combat if the whole group was not eliminated. This changes some parts of gameplay where you could just defeat 2 or 3 enemies, retreat and come back and have an easy fight, or where you could pull some enemies at a time and defeat them. Now this tactic will not work, if one enemy sees you, they alert their whole group. Also, enemy's AI were very buggy when you fled combat, and this way of working as a group solved everything. - There are now unique enemy characters everywhere in the game map, and they talk to the party when they meet you in combat. Every unique character has his own, unique stats and style, leads a group of enemies and has something stupid to say. They are generally pretty strong and will often make the fight revolve around them. - The story of the game is now more defined, with new dungeons, quests and things to do. What was meant for later in the game is now placed sooner. Also, generic encounters of enemies have been reduced so that most combats have a light "theme" or story to them. - You can now grind against random groups of enemies that appear after you defeat the base enemies in a map. These enemies give less treasure than normal. Before, every enemy in the map that was killed was dead forever, and if you lacked money and was not able to beat your way through a part of the game, you could be in a very bad position. - You have to defeat a whole group of enemies to get treasures and experience points. Also, the XP the group gives are adjusted if you fight enemies stronger or weaker than your party. Beating enemies much stronger than your party will give a LOT of XP, and grinding at easy enemies will pay very little. - Pathfinding is now way faster (no more 0.2 second lag when moving the party) and doesn't have the problems is had before (sometimes characters took weird and obviously sub-optimal paths.) - A bunch of new powerful spells like lightning strike, inferno, poison cloud, healing circle have been added, as well as summon spells (wolf and bat) and others. - The characters now take positions in three ranks for exploration : rogues take place in the middle rank so they are much less targeted at the beginning of combats, and this gives them way better survivability. - Almost all terrain textures have been redone with a better style. - The base UI has been made smaller. - Traveling to discovered travel points don't use Travel orbs anymore, it's free. - Life orbs and party resurrection is now less expensive. - The game is generally less punishing of mistakes, to compensate for difficulty added by enemy groups working together and reviving their allies. - You can now see in the minimap the direction the camera is pointing at, so it's way easier to orient yourself. - Other minor things that I did not think of yet. There are two changes I made, but that I didn't keep : I transfered the project to Unity 5.6.5, but doing so made the the environments (terrain and grass) look awful, and there were terrible bugs with weapon particles. So I reverted back to unity 5.4.5. Another thing I wanted to do was make combats a different part from exploration. What I mean is that you explore the world like in JPRGs, with one character (the leader) and when you encounter enemies, you start as a combat against a group of enemies. I did it for many reasons : simplify my program (it's awfully complex and hard to work with, even if I always try to make things simple... to many simple things still make a complex network), to avoid players using the cheap tactics that I describe previously, and for other reasons. I didn't keep it because it broke immersion a LOT, but really, it was not good. Yet it was this change that made me use groups of enemies rather than placing individuals, and I'm really, really happy with the change it does to the game, solves the main problems I had.
Worlds of Chaos : Corruption
Tactichaos
Tactichaos
2016-02-10
Action Indie Strategy RPG Singleplayer EA
Game News Posts 36
🎹🖱️Keyboard + Mouse
8 user reviews
(8 reviews)
https://store.steampowered.com/app/436510 
The Game includes VR Support
Worlds of Chaos : Corruption Linux Depot [287.83 M]
You build a party of 5 characters that are exactly what you want : no classes or choice restrictions. Creating good and balanced characters with the right stats, skills, equipments, items and spells combinations is what matters the most. In this game, a huge importance has been put on making every choice equal in power. What is important for a good party is not choosing the best skills, but an efficient combination of choices that work well together.
Battles are fast-paced, and you will need to take a lot of decisions, each of which will help you overcome the difficult foes that you encounter. Choosing which spell to use, when and how to use them, and the positionning of your warriors and choosing the right targets are what will bring you victory.
Key Features :
- Single player action RPG where you control a party of 5 characters that you create with no class restriction, they are how you decide, completely.
- Very intense real-time tactical gameplay that keeps you on your toes.
- Battle speed has been adjusted to give the players enough time to think and act, but are fast enough to make it thrilling, fun and sometimes a bit overwelming. This gives a feeling of emergency and satisfaction for each of the well deserved victories.
- Deep combat system that rewards clever party organisation and statistical skill outside of combat, and wits and fast tactical thinking inside combat.
- No dead time in this game unlike most rpgs : corpses are auto-looted, you can fast-travel anywhere already explored at any time, boring parts are taken off this game to keep the fun ones : exploration, combats, fast loots, fast shopping, fast and simple party management.
- Possibility to play in Arcade Mode : Way faster and easier, for more casual gamers or just for the fun of bashing everything like in more action oriented games!
- Memory: 1 GB RAMStorage: 300 MB available space
- Storage: 300 MB available space
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