Nurose cover
Nurose screenshot
Genre: Strategy, Indie

Nurose

Hotfix 0.7.1

Changes



  • Lowered shooting volume.

Bug fixes



  • Fixed the 'shooting dummy sometimes not shooting' issue.
  • Changed logging to be on a different thread to fix certain lag/crash issues.

0.7.0 Orb wand, increased mana, and trailer update



Added a new wand that shoots orbs which are slow, floaty projectiles that don't deal any collision damage but have increased explosion damage. Mana and health are increased to allow more complex builds while avoiding one-shot spells.

Added



  • Added orbs. Orbs are slower, floaty projectiles with increased explosion damage and no collision damage.
  • Added a wand that shoots orbs.
  • Added friendly orb glyph.
  • Added friendly totem glyph.
  • Added enemy totem glyph.
  • Added visual feedback when a wizard receives damage.

Changes



  • Updated the steam trailer, screenshots, and gifs.
  • Increased wands mana usage.
  • Increased player max mana and mana regen.
  • Increased player health.
  • Decreased wizard base movement speed.
  • Changed explosion damage to not damage friendly entities anymore and to have more pushback force.
  • Slightly decreased spitting cost for small spellshots.
  • Changed wall tiles to have more variety.
  • Changed post-processing to make the game more vibrant.
  • Changed spellshot lighting to be more consistent.
  • Removed bloom effect.
  • Increased render performance by ~20%.
  • Increased the camera to mouse interpolation.
  • Changed the launch entry point from NuroseGame.Desktop to NuroseGame.Launcher. Should not change anything if you launch the game through steam.
  • Removed background moon.
  • Changed audio of the nature element.

Bug fixes



  • Fixed two bugs that caused players sometimes to not be able to use any wands until the player respawns.
  • Fixed issue when combining paths of two splitted glyphs not working correctly.
  • Fixed an audio issue that occurred when cloning a wizard with low health.
  • Fixed a rendering issue with powerup particles.
  • Fixed the powerup circle particle effect render issue when the player dies before the effect is finished.
  • Fixed splitting position offset.
  • Fixed render size of typing indicator issue if players have different UI scale settings.
  • Fixed the crash reporter to (hopefully) always show up no matter the crash cause.

Hotfix 0.6.1

Changes:



  • lowered shooting volume a bit.

Bug fixes:



  • Fixed crash on startup on video cards that don't support the latest OpenGL functions.
  • Fixed spellshot render direction interpolation.

0.6.0 Audio, loading screen, and balance update



This month I have reworked the audio engine to allow for spatial and higher quality audio. New sound effects have been added and existing ones modified. The game now has a loading screen on startup and many bug fixes and balance changes.

Added:



  • Added a loading screen on startup.
  • Added background birds singing audio.
  • Added campfire sound effect.
  • Added explosion sound effect.
  • Added powerup pickup sound effect.
  • Added totem spawn sound effect.
  • Added a hit sound effect when damaging wizards.
  • Added collision sound effect.
  • Made sound effects spatial. Sound effects are now louder/quiter depending on the distance from the audio source.
  • Made sound effects directional. Sound effect volume in left/right speaker volume now depends on direction of the audio source.
  • Added environment volume and directional audio setting. This will reset the current settings but perserve all loadouts.

Changes:



  • Decreased minimum spellshot size.
  • Changed splitting result size calculation to be more accurate.
  • Changed spellshot particle emission to leave more of a particle trail.
  • Changed powerup station positions to discorage hugging the corners.
  • Decreased powerup spawn rate for both stations and water/nature elements and increased their effectiveness.
  • Removed collision from the non
  • player spawned powerups.
  • Decreased input delay by 1 frame.
  • Reworked cloth system for improved performance.
  • Improved performance for online games a bit.
  • Reduced Air element brightness.
  • Changed music.
  • Removed unnused resource files.
  • Made sure that spellshots and totems can't get out of the map bounds.
  • Removed player name/rank rendering from the home world.
  • Increased spellshot lighting.
  • Having too many consistent force glyphs used to use up mana without adding additonal force. Now it won't use more mana than force added.

Bug fixes:



  • Fixed crash when 'pasting loadout from clipboard' fails. Now it shows up an error message instead of crashing the game.
  • Fixed crash that occured when splitting wizard clones.
  • Fixed crash when starting certain online matches. Was caused by Steam sometimes not being able to estimate ping between players.
  • Fixed the crash that occurred when Steam API was not able to find a leaderboard rank.
  • Fixed hand rendering direction issue when using the quickfire key.
  • Fixed some spelling mistakes.
  • Fixed audio issue that casued certain sound effects to randomly stop playing.
  • Smoothed spellshot direction rendering to decrease spellshot render jitter artifacts.

0.5.0 Elements and Powerups Update


This update adds nature and air elements and health/mana pickups to the arena map. Glyphs can now have circular and multiple paths and fixed the issues with one shot spells.

Full changelog:

Added



  • Added nature element which drops health pickups when damaged.
  • Added air element that has increased movement speed and spellshot speed.
  • Added health and mana pickups in the arena map.
  • Added a powerful powerup dispenser in the center of the online map.
  • Added element description to the element buttons.

Changes



  • Changed water element to drop mana pickups. (used to have increased spellshot speed).
  • Added an extra cost for splitting when the target is not large enough to split its mass. Should fix most of the one-shot builds.
  • When splitting the velocity is split between clones. This will nerf builds that rely on splitting right before colliding.
  • Allowed circular paths and multiple flows to the same glyph.
  • Increased range for 'someone in queue' indicator to be shown when anyone within matchmaking range is in queue, not just for the same region.
  • Increased max projectile speed slightly.

Bug fixes



  • Fixed force calculation for very fast projectiles.
  • Fixed issue with dragging the scrollbar pointer.
  • Fixed bracket loadout validation for condition glyphs.

0.4.0 The Visual Update



A whole new look. Rewrote big chunks of the rendering code to make game look better while optimizing rendering performance for budget/older video cards. Fixed some bugs reported by players and made some minor gameplay changes. Full changelog:

Added



  • Added birds that fly in the background. (has no effect on gameplay)

Changes



  • Modified visuals of pretty much everything except for UI.
  • Remade the lighting and particle system to be more performant. So should be more playable for budget/older GPUs.
  • Adjusted the cost of splitting spellshots, wizards, and totems to discourage lag machines without limiting spell possibilities.
  • Lowered mana cost of harden tether ‘pull’ force to be more competitive.
  • Renamed staffs to wands. Existing loadouts will be automatically migrated and should work as expected.
  • Renamed group directions category to split directions.
  • Increased selftarget wand cooldown to 3 seconds (was 2 seconds).

Bug fixes



  • Fixed issue that caused spellshots with low health to do more damage than allowed.
  • Fixed loadout dropdown not rendering correctly when there are more than ~10 loadouts.
  • Fixed camera offset. It had different behavior per resolution.
  • Fixed an issue with the camera offset which occurred when a popup window was open while the editor window was closed.
  • Fixed the crash that occurred when a hardentetherglyph tries to harden with a dead or removed entity.
  • Fixed shot canceling behavior/animation.
  • Fixed a rare crash that occurred when spawning totems.
  • Fixed text hard edges issue which should improve text readability for 1920x1080 and smaller screens.
  • Fixed robe rendering bug that occurred when splitting a wizard while holding a wand in hand.
  • Accidently adding extra whitespaces while copying loadout will now be detected and work properly.
  • Fixed 4th wand refresh particle trigger to work with totem wands.

Hotfix 0.3.2

Added



  • Added an indicator when someone in the same region is in matchmaking.

Changes



  • Some optimizations. The game runs about 10% faster now.
  • Added extra mana cost for splitting wizards and totems to discourage lag machines.
  • Fire element explosions will now apply fire damage over time effect.
  • Removed collision damage from wizards and totems.
  • Nerfed collision damage.

Hotfix 0.3.1

Changes



  • Redone the drag calculation as the 0.3.0 version had a lot of issues.
  • Rebalanced forces and damages values.
  • Fire totems now apply on hit fire damage.

Fixes



  • Fixed hardened tether not resetting properly after breakage.
  • Fixed totem spellshots not working with path left glyphs.
  • Fixed totem not receiving collision damage.

0.3.0 The Staffs and Totems Update


Added


<*> Added totem staff.
<*> Added staff HUD indicators.
<*> Added copy/paste loadout from clipboard functionality. So, builds can be more easily shared.
<*> Added staff type selection menu.
<*> Added staff stats.
<*> Added staff reordering functionality.
<*> Added shot canceling.
<*> Added spawn child glyph.
<*> Added shooter glyph.
<*> Added a console command for disabling freeze detection for certain players who experience faulty freeze detection.
<*> Added an out of mana indicator in the mana bar.
<*> Added visual indicator of mana available to the self target staff.
<*> Added weapons changing with scrollbar functionality.

Changes


<*> Remade the whole staff shooting system.
<*> Reduced mana cost of movement glyphs.
<*> Rebalanced drag/speed of spellshots. Spamming force glyphs no longer create super<*>fast spellshots.
<*> Reworked loadout validation logic and rendering.
<*> Rebalanced weapon stats.
<*> Fire wizards are now immune to fire damage (except for the round ending fire ground).
<*> Self target staff glyphs are now limited by their mana cost and can't use up all the wizard’s mana.
<*> Transfer tethers now absorb all mana on collision.
<*> Changes the loadout file saving logic to execute in a background thread so that the game does not freeze/crash.
<*> Changed loadout file structure. Added automatic migration for pre 0.3.0 loadouts files.

Fixes


<*> Fixed the issue where mana cost was not showing up in the glyph help window.
<*> Fixed spellshots fire damage over time. Previously the effect was rendered without actually doing any damage to spellshots.
<*> Fixed the distance calculation of the nearby glyphs. It now takes account of entity size.
<*> Fixed tether type not resetting when using the tether disconnect glyph.
<*> Fixed the issue where harden tether got priority over transfer tether independent of order.
<*> Fixed the issue where dying in matchmaking, takes you out of matchmaking.
<*> Fixed issue that caused changes made to the loadout while in queue to not be saved.
<*> And a bunch of other small fixes.

Hotfix 0.2.6

Bug fixes:



  • Fixed the crash which occurred when a player changed selected weapon while dead.
  • Fixed the crash which occurred when using the harden tether glyph on a destroyed spellshot.