Malus

Malus is a new action-RPG indie game currently developed by Team Ramen.

State of the GamePLEASE NOTE, THIS GAME IS IN ITS EARLY STAGES OF DEVELOPMENT, IF YOU ARE LOOKING FOR A LONG LASTING ARPG TO PLAY, DO NOT BUY THIS GAME The current build consist of a short portion of the starting questline.
However once you finish the quest, you are able to explore on your own but do keep in the mind the map is not that big as this is only a temporary map. Future updates will consist of a much bigger open world map. Keep in mind that this version of the Alpha build only allows for 1 save file, future developments will include multiple save profile. Drop rates for all items including Uniques and Legendary has been set to 10% for testing purposes. Heres a link to our Discord https://discord.gg/aDsMvjA Update NotesPATCH/HOTFIX 31/03/2020 - Fixed Yorgos spawning multiple times - Fixed HP regen after death - Fixed drawing a bow without quiver causing player to be stuck in "draw" state - Fixed right clicking during new game scene causes your character to stand up and prevent UI from appearing In sticking with the theme of souls like combat, I have decided to alter the combat alittle - Melee attacks now have 3 hit combos instead of 2 - Changed the combat system of staff and melee to no longer be hold to attack, instead its a Combo Build up system, you can still hold to attack the only difference here is you have a combo counter, if you click once, you initiate combo1 if you click again within 1 second time frame, you initiate combo2, if you do not, combo counter resets, max combo is 3, in the future, there will be passive skills that add to more combo attacks, allowing for combo customizations. - Dodging no longer cancels attack animation, if you are in an attack animation you have to wait for it to finish to be able to dodge The idea in this combat change is to force player to comit to an attack, giving consequences to the players actions PATCH NOTE 30/03/2020 - Reworked Stats/atributes and level relations - Implemented formulas for damage, armor, element, and resistances - Implemented Weapon Prefixes - Implemented elemental damages - Implemented elemental properties to staff - Implemented melee weapon type (blunt, slash, etc) - Added new weapons - Implemented enemies ability to output status effects such as burning, poison, etc - Tweaked mouse movement input, cliffs and ledges will no longer restirct movement, meaning that your character can run off a cliff to his death, if you so choose - Tweaked movement speed modifier for mouse-to-character distance to be less dramatic - Fixed lampposts in the City blocking mouse input - Reworked enemy AI, enemies will now keep chasing you as long as you are in its line of sight, to get away from an enemy you need to break line of sight, the enemy will then go to your last known location and search for a few seconds before returning to its spawn point. Take a look here https://docs.google.com/spreadsheets/d/153MoUwcMuTN-rY6XD0jT40hnAeQCupre/edit#gid=1960503375, for infomation on item type/element/resist PATCH NOTES 16/03/2020 BUG FIX - Further optimize game functions, those with CPU bottleneck might see a small performance boost. (further optimizations are on the way) - Fixed being able to use skills even after it has been unlearned. - Fixed skills on hotkey not properly saving or saving the wrong skill. - Tweaked Enemy AI to be more responsive - Tweaked combat movements to be more responsive - Fixed movement speed bug when resting in campfires - Status Effect display is now seperate to damage numbers and does not replace each other - Lampposts should no longer block cursor input - Enemies will no longer drop 0 gold - HP no longer regen after death CHANGES - Added ability to close Menus by pressing ESC - Malus's rock throw can no longer be blocked - Redesigned the Minimap - Redesigned Enemy Target Dispaly - Bow Drawing animation is now slower but scales with Attack Speed - Bow Damage increase slightly - Players can now sheathe/draw weapon even with enemy nearby, however, getting attacked with your weapons sheathed will increase damage receive by 3x - While using bow or staff, when you turn to face an enemy from a distance, there is a slight delay to the turn rate, meaning you might miss your target unless you wait a little. This is to balance out ranged combat - Modified Attribute bonus of Agility from (Increase Movement Speed by 1 and Attack Speed by 2) to (Increase Movement Speed by 2 and Attack Speed by 1) - Reduce drop rate of all items by 5% (Current drop rate 10%) PATCH NOTES 14/03/2020 - made enemy select indicator more obvious - tweaked overall enemy AI system (enemies can do hear sounds and will atempt to investigate, they will also sometimes run away if they are outnumbered) (THIS IS EXPERIMENTAL, THERE WILL BE BUGS) - redesigned Castle Ruins level, it should now be much easier to navigate around - reduced knockdown chance of Demonic Abominations - reduced knockdown chance of Skeleton Mage - Skeleton mage attack range is now lower and will no longer...

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Ups! sorry we're collecting characters for this videogame