Some Fixes to the RiftMaker Demo
I’ve been taking some suggestions for the latest RiftMaker demo, and will be continuing to fix and update as time goes by. The following is new since the last posting:
1) The icons for the hotkey moves are now much larger and brighter, hopefully making it easier to link button to effect in your mind.
2) Bash has been nerfed somewhat to an 8-second stun with an 8-second cooldown, meaning you can only keep one enemy stunned with it at a time.
3) Previously, if you tried to push a hotkey while a character was executing a move you would get an “Ally Busy” error message and a beep. Now the move is “queued” and executed when the character finishes the current move, making for a (hopefully) smoother combat experience with a lot less button mashing. A character can only have one move queued at a time, however.
4) The sand dragons have been rejiggered. Honestly, if you play the demo, there’s no telling what their stats are, as I’m changing them so frequently.
5) An enemy, when performing a “counter” move, will turn red. A counter move can not be interrupted, but it lets you know that the enemy is about to unleash something particularly nasty in response to an attack from one of your characters.
Click here to play the demo. (Make sure to clear your browser cache if you have played it before in the same browser, as Flash won’t know to redownload the new XML files)