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Скачать игру Nuclear Rune v12.03.17 / Dragonpath Tactics - демо версия игры
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• Разработчик / Developer: Инди-игра (10470) от Fainzeraier (2)
• Жанр / Genre: Стратегии (2204); Ролевые игры (RPG) (1898)
• Тип игры / Game Type: Демо версия
• Размер / Size: 167.69 Мб.
• Другие части игры:
- Dragonpath v1.1.5a
Dragonpath Tactics - тактическая партийная РПГ с останавливаемой боевой системой в реальном времени.
Это первая демо-версия, в которой Вы командуете тремя героями и должны победить несколько групп врагов и двух боссов.
Версия игры ОБНОВЛЕНА с v17.02.17 до v12.03.17. Список изменений внутри.
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Язык интерфейса: Английский
Движок: Unity 5
Item: position on skillbar and inventory are saved, as well as stack amount.
Heroes are now deleted and recreated when loading save (to prevent a bunch of current and future issues with duplication etc.)
Consumable items can now be dragged to skill bar.
Items can be given to other heroes.
Item positions remain when re-opening inventory or changing hero.
Items can be dropped by dragging them to a “drop zone” within inventory.
Equipped items can be removed by dragging them to an inventory slot
Updated some visuals.
Weapon description now contains damage, DPS and attack speed.
Added 2 ring slots and one trinket slot (simple stat boost gears without visuals)
Added restrictions for weapons, they can be used by one hero only for now. Most other gear can still be used by all heroes.
Basic attacks now get attack speed and damage from equipped weapon, so getting a new weapon actually means something!
Changed skill range measurement (now starts from edge of collider instead of character’s center point)
Basic attacking order (when targeting non-enemy objects) now shows up as “Attack” instead of showing the basic attack name. The hero keeps basic attacking until target is destroyed.
Enemies drop their loot in a neat pile
Added UI message for looting
Enemies can now drop some actual items (though not in tutorial level), currently drafted from a set of a few consumable items and equippable gear pieces (rings, weapons etc)
Enemy ranking added. Order from lowest to highest: Swarm, Normal, Elite, Miniboss, Level Boss, Super Boss
Higher ranks have better loot (more experience and money, higher item drop rate)
Elite and above have resistance to debuffs (reduced duration for stun, sleep etc.)
A few modifier types now stack fully additively (instead of being multiplied in some cases)
Debuff reduction reduces durations directly by the amount (70% resistance reduces duration by 70%, 100% is immunity, negative resistance increases durations)
Camera can now be moved with WASD
Changed attack targeting hotkey from A to Q
Help default hotkey changed from H to L
A couple of previously hardcoded hotkeys can now be changed via settings.
Reduced move speeds of all characters
Added weapon switch (button displayed to the left of skill bar if hero can switch weapon)
Warrior hero now has a crossbow as ranged weapon.
Sorcerer hero now has paired Caestus as melee weapon.
Reduced size of enemy groups in second level.
Model & Animation
Added interact animation for all heroes.
Added a few new animations for Sorcerer.
Sorcerer and Warrior models slightly changed (smaller feet).
Delayed effect abilities (such as fireball, throw bomb) can now display the projectile during cast.
Tactical mode/pause text can now be hidden.
Various gameplay tips are now shown on the right side of screen (e.g. tip for inventory is shown after picking up something for the first time)
Hero selection now stays unchanged during dialog
Is now split to several sections, and added info on combat and talent&attribute systems.
Hero healthbars are now only visible in combat
Player selection marker is now clearer.
Added weapon switch button (only visible if the hero can switch weapon)
Camera: increased area for moving camera when holding mouse near screen edges.
Changed button style, added Nuclear Rune title text and handdrawn characters.
.. plus a bunch of other changes I forgot to write down ..
Dragonpath Tactics v0.1.4
Music changes when entering/leaving combat (with 3 different combat songs)
Added defeat music
Breakable debris can now be targeted with abilities and basic attacks (press A -> click)
Increased hit chance against debris (it takes serious incompetence to miss against a box)
Loot is now gained when combat ends, instead of instantly
Added a message for combat start and end
The game also autosaves when combat end
Defeat: Now prompts to load last save instead of resurrecting heroes and moving them to level start point.
Added tutorial map
Tips for selection, movement, combat, quickhelp etc.
Start with 1 party member, increasing to 3 over the tutorial.
Crates and some other props are now navmesh obstacles (characters path around them)
Movement orders now always end on navMesh (end position is moved to navmesh if needed) to avoid running stupidly towards obstacles
Characters now use NavMeshAgent for movement & navigation. It basically makes them bump/push each other much less especially when moving (although currently they slow down when moving past another character
New toggleable stuff
Show healthbars over heroes
Show damage numbers
Show misc combat texts
Set quality level ingame (5 options)
Quality setting: now also affects fog of war refresh interval.
Toggle between 2 different camera drag behaviours
Character portait: levelup “+” icon opens talent/attribute view for that character. Also added glowy effect to it.
Dead heroes now have a darkened avatar with skull symbol
Order queue & cast bar modified
Added option to skip tutorial
Tooltip: background size matches tooltip length better
Revamped toggleable menu UI:s
Cursor is now hidden when dragging left or middle mouse button
Left and right click actions now happen when releasing the mouse button (instead of when pressing). Left click action doesn’t happen if drag was started while mouse was pressed.
broken brick wall
wooden pillars, table, shelves
Updated effects for bunch of skills
Player collider marker now matches collider size accurately. Reduced collider size.
Camera focuses on characters on restart.
Fixed order display flickering when the current AI order changes.
Disabled most actions during dialog (pause toggling, camera moving etc)
Fixed bug where party healthbars didn’t show up
Fixed bug where hero pathfinding got broken after switching scenes
Fixed bug with enemy aggro (also Warrior’s taunt ability now works as intended)
Fixed map window performance issue
+ performance updates for a couple of other things
Multiple displays: Mouse cursor should now stay inside display 1 when using fullscreen with a multi-display setup.
Fixed bug where hero didn’t use basic attack if an auto-cast ability was off cooldown but some other condition for it wasn’t met.
Fixed a couple of issues with projectiles
Dragonpath Tactics demo 02.02.2017
Attribute and talent systems added. Attributes grant various benefits and are required to unlock talents. Talents can be active skills or passive abilities. Leveling up grants one attribute and one talent point.
Skillbar and other UI elements reworked.
Map UI added.
Path in the dark - v0.1.2
Players and enemies now have pathfinding for actions.
Fog of War
Unseen areas of the map are now hidden. Visited areas become dark when unseen, but aren’t completely hidden. Only visible enemies can be targeted with actions.
Line of sight
Enemies require line of sight to aggro. Also affects fog of war.
Mana & health regeneration removed. Mana costs were reduced to compensate.
The heroes can rest outside combat to restore all health and mana.
Hit & critical chances
All attacks have a 10% critical chance for 2.5x damage.
Hit chance for basic attacks reduced to 80%.
When a hero talks in dialog: he is displayed as selected, portait and colored name are displayed.
Also added dialogs which start when entering a zone in map.
Camera can now be moved by holding middle mouse button and moving cursor.
Updated textures for all heroes and some enemies.
Added countdown timer for cooldowns. Skill name is now also darkened when on cooldown.
Added buttons for slow-motion and pause to bottom right corner of screen.
Tactical top-down party RPG with a pauseable real-time combat system. Project started august 2016.
First demo. Command 3 heroes and crush the opposition. Features a single level with several groups of basic enemies and 2 bosses. The game has been in development for about 3 weeks.
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