Rune II: The Lazarus Update Now Live
-
Category: News ArchiveHits: 839
The Lazarus Update is the first major content update for the viking-themed action-RPG Rune II. The update overhauls the majority of the game’s systems in order to make it smoother, more streamlined, and more enjoyable overall. The update is free for everyone who owns the base game, and comes with a new trailer:
Since the complete patch notes are too extensive, here are just the basic combat changes:
RUNE II Update 1.1 Cumulative Patch Notes
Combat:
- Light attacks now perform infinite combos.
- Eliminated the delay after combo attacks for players.
- This allows players to transition directly back into their combo animations.
- Added a 2nd combo animation for combos that only had one animation.
- Improved environment-based recoil for long weapons like 2 handed swords and hammers.
- A Red Glow now indicates a Heavy Attack
- Parrying system implemented
- Dodging is now on by default and cannot be turned off.
- SFX and VFX now when you successfully block and parry.
- Blocking at the right time will cause you to parry against an enemy, opening them up for an attack or two!
- Added a slight pain cooldown to flinch reactions.
- Added the ability to chain your dodge into a block.
- Added the ability to combo light attacks directly into a block or a dodge
- Added the ability to dodge out of a knockdown if timed properly when you hit the ground
- Added the ability to dodge out of a stagger if timed properly
- Heavy attacks vs a block/parry attempt will ALWAYS stagger the target.
- Heavy attacks vs no block will KNOCKDOWN the target, or stagger targets that can’t be knocked down
- Heavy attacks will now ALWAYS be dodged during dodge animations, light attacks will still hit a dodging enemy.
- Added a short vulnerable warmup into block so you can’t block/parry the same frame as the button press
- Raising your shield or weapon to block now consumes Stamina.
- Added directional blade recoils for both player and enemies when blocked (AI animations are temp).
- Blade recoil prevents subsequent attacks for .5 sec.
- ‘Flinch’ reaction for player lockout attacks for .3 sec
- This interrupts the current attack if it’s in the backswing.
- Shields incur durability damage when blocking
- Changed “broken” to “staggered” when a heavy attack hits a block.
- Changed “10,000” damage number to “deathblow”.
- Fixed an issue preventing Odin’s Unkindness from playing correctly.