Ça sera du local only je suppose ? :/
J'avais lu local et online.
Et oui, achetez ce jeu c'est plutot énorme. Je le place dans le trio de tete avec Isaac et Teleglitch
Allez, je réveil le topic en relançant le jeu après un bail.
C'est pas une révolution, mais tout de même, il y a eu du nouveau : flopée d'armes, de nouveaux ennemis, de décors, de mondes cachés... Le plaisir est décuplé, surtout qu'ils ont visiblement bossé sur la stabilité du jeu. Du coup l'ensemble me parait mieux équilibré : je vais plus loin qu'auparavant même si je me fais pitoyablement vaporiser vers le 5ème thème/monde (ce boss).
Quel est votre perso favori (le mien étant de loin le robot qui bouffe les flingues) ? Est-ce que vous avez des tactiques particulières, des armes et mutations de prédilections, ou au contraire certaines que vous évitez à tout prix ? Est-ce que quelqu'un a testé le multi (j'ai l'impression que c'est un peu foireux : deux pads ou rien) ?
Mise à jour #45
Nouveau personnage !
Rogue (non ce n'est pas Malicia des X-men ) un agent déserteur de l'IDPD.
Vlaamber a vraiment le don pour créer des personnages mignons dans cet univers sans pitié.
Sa jouabilité est très particulière:
- Elle commence avec le "Rogue Rifle", une sorte de mitrailleuse-laser;
- son pouvoir est le "Rogue Strike": une explosion orientable qui se recharge avec des munitions trouvées dans des "radiations canisters" modifiées (de couleur bleue).
- des explosions sont provoquées dès qu'elle est touchée qui détruisent les projectiles;
- elle est poursuivie dès le premier niveau par des agents de l'IDPD. Elle risque d'être l'un des personnages les plus durs à jouer (pas autant que Melting quand même).
Voici le patch note complet:Features
Rogue.
BALANCING:
Gamma Guts now deals slightly less damage.
Cluster grenades now spread out a bit more.
The Pop Gun got an even higher rate of fire, making it impossible to hate.
Grenade Shotgun has slightly less spread.
Toxic damage has been increased.
Wave Gun shoots a few more pellets.
Snowbots now need to be a bit closer before they'll throw a car.
The Flare Gun now spawns earlier.
Fixes
IDPD Inspectors have been sent back to IDPD Academy, and learnt to aim.
Ammo and HP pickups should no longer get stuck in walls!
Weapon Chests opened in narrow corridors no longer cause weapons to freak out and bounce around for hours.
Fixed an error caused by small grenades.
Players should no longer encounter the same level multiple times.
IDPD portals no longer spawn on portals.
Balancing
Rebel has a new passive ability, refilling half her missing health when entering a portal.
IDPD explosions now destroy projectiles.
The lunge on the Chicken sword has been removed.
Plasma Cannon now blows up walls on impact.
Some new tips.
The new grenade weapons have less screenshake when getting launched.
Dernière modification par loki111 ; 05/10/2014 à 13h07.
Il y a pas à dire ils sont bon chez Vlamberg. Le jeu est de mieux en mieux.
C'est devenu mon jeu par défaut quand j'ai peu de temps pour jouer.
Même si j'ai toujours pas dépasser le second boss. Je l'ai tuer pour la première fois ce matin ( merci l'arbalète toxique ), mais je suis mort juste après.:/
Petit spoil pour ceux qui ne trouve pas le premier monde caché.Spoiler Alert!
Très bon jeu
Je viens de récupérer ça, ça a l'air E NORME!!! :D
[IMG][/IMG]
Mise à jour anniversaire des 1 an de l'early access.
(et j'espère que l'on ne fêtera pas les deux ans...)
Au menu, des musiques et des sons spéciales anniversaires, trois nouvelles armes et beaucoup de corrections de bugs et d'ajustements de jouabilité (surtout sur Rogue).
Features
Some little things to celebrate one year of Early Access!
Sounds for the *CLASSIFIED*!
Three new high level weapons: The Auto Grenade Shotgun, Double Minigun and Gatling Bazooka.
Music for after boss fights.
Music for 0_1.
Balancing
Boiling Veins now works when under 4HP, instead of 50% HP.
Rebel's healing is now rounded down.
Bloodlust has received a tiny buff.
Lucky Shot has received a buff.
Last Wish now fills Rogue's special ammo.
Slugger rate of fire has been reduced a tiny bit.
Rogue Rifle rate of fire has been reduced a bit.
Hyper Launcher deals less impact damage.
Snowtanks now take longer before they'll react to things.
Fixes
Rogue's special, the Nuke Launcher and the Ion Cannon now work with gamepad. All still need some work for usability, but we'll go over gamepad controls at some point!
The LOW HP message no longer intersects with Rogue's special ammo counter..
Boss music no longer keeps playing after *CLASSIFIED*.
Rogue should no longer get stuck because portals won't spawn.
Boss intro's no longer stop all other sounds from playing.
Misc
Disabled the Sentry Gun for now, we're sorry, but it's terrible.
Rogue now sounds as Fish, until she gets her own SFX.
Horror starts with a normal revolver again. We want the Rusty Revolver to stay special.
Sound effects for pop weapons and fire shotguns!
The *CLASSIFIED* no longer fires when you're dead.
The screen now shakes a bit when *CLASSIFIED* walks.
Boss gun audio now works the same as player gunfire, muting out all other sounds a bit.
Rogue has an updated walk animation.
Added some more tips.
We're not done yet, though. We have months of work ahead, and during those months we hope for your continued support and help in spreading Nuclear Throne across the world.
Time to celebrate with some Nuclear Throne!
Bonjour les canards,
est-ce que le jeu est jouable correctement à la manette d'après votre expérience ? Le bouzin m'intéresse particulièrement pour le côté coop, mais son côté speed et la visée libre me laissent croire que c'est ghetto d'y jouer sans souris.
Il y a un "auto aim" qui est activable dans les options.
Cela compense le côté speed du jeu.
ça reste jouable mais la souris reste le périphérique de référence pour ce jeu.
Histoire de donner un avis différent, je le trouve parfaitement pensé pour être joué à la manette. Bon à part l'interface mal fichue pour le moment, les menus etc, mais en jeu il passe niquel à la manette. Je n'y joue jamais au clavier/souris. Et auto-aim ajustable effectivement (0 - 50 - 100% ?!)
tin j'ai testé un peu j'le trouve super sympa, mais bien raidos aussi
Fichtre, ça me fait cogiter vos commentaires sur le pad, j'ai essayé mais rien à faire, je trouve ça bancal.
Pourtant parole, je préférais 100 fois y jouer au pad ( d'ailleurs je pense que j'ai pas tant d'heures dessus a cause de ça ).
J'ai même relancé le jeu là juste pour voir a combien était l'autoaim de mon coté avec un petit espoir... Mazette 100%...
Perso j'attends le steam pad comme le messie pour ce jeu ( et Teleglitch ).
Au menu, beaucoup de changements au niveau sonore (d'où l'image)
C'était déjà un des points forts du jeu et il essaye de faire mieux
Features
A million new sound effects.
Balancing
More range for Allies, making Rebel's Throne Butt even more overpowered!
Fixes
Patience now works as it should again.
Inspector slugs can no longer damage you when you're in a Portal.
Fixed various little audio problems.
Named the Double Minigun "Double Minigun" instead of "Minigun", because we're dumb.
Fixed a crash caused by Nukes when the player died.
Fire Salamanders should no longer blow up cars by touching them.
Misc
Updated the post-boss music.
New art for the light beams.
A cool new prop in the desert.
All cannons (except the laser cannon) now break walls on impact.
Lightning Hammer now plays a lightning sound on impact.
Mutation picking now sounds a bit more powerful.
Le réglage d'origine est un peu fort
Baisse un peu le son dans le jeu.
Je l'ai mis à 30% et ça passe très bien.
Une grosse nouveauté apparaît avec cette mise à jour.
Le "Seeding"
Cela permet de jouer en boucle le même niveau.
Pour l'instant, son utilisation est très "hardcore-bidouille" à base de fichier .txt dans le dossier sauvegarde (il est prévu de l'intégrer dans les menus du jeu):
Sinon il y a d'autres petites modifications comme des effets sonores pour "Horror" ou la possibilité pour le "Big Bandit" d'apparaître plutôt dans la partie.Save locations, might be hidden folders:
Windows user
users/yourname/appdata/local/nuclearthrone/
OSX user
Users/yourname/Library/Application/Support/com.vlambeer.nuclearthrone
Linux user
*home folder*/.config/nuclearthrone
Features
Very first seeding tests! More information at the bottom.
Sounds for Horror!
Balancing
Some tweaks to non-existing secret area.
Big Bandit can now spawn slightly earlier.
Fixes
Fixed some bugs related to Big Bandit's spawn.
Fixed an error caused by Lil' Hunter.
Fixed an error caused by the Vault Guardian music.
Misc
Some new tips.
Melting now looks a bit less healthy.
A bunch of new art related to a non-existing secret area.
Clams!
Joie, j'ai réussi à péter la djiole au boss final... Au bout d'une vingtaine d'heures.
Dans l'état, le jeu est déjà parfaitement jouable et stable.
Et c'était déjà le cas, il y a presque un an lorsque je l'ai acheté.
Petite mise jour hebdomadaire !
Features
Something terrifying awaiting those strong enough to loop. Work in progress.
Ultra Mutations! At least one for every character.
Balancing
Weapons based on tiny grenades now have slightly different timing.
Frogs now drop more health/ammo.
Fixes
Seeds now work as intented from seed.txt, but need to be numbers only!
Toxic now actually heals Frogs.
Fixed a crash caused by screen shake in the Portal.
Weapons should no longer be unable to fire until swapped after traversing a portal.
Fixed a tip for Horror that was too long to fit.
Misc
Some more tweaks to Big Bandit's spawn.
Some changes to the way Plant's snare spawns, you have to wait for it to connect before being able to fire again. Still requires some camera fixes.
Cette semaine, un peu de corrections de bugs.
Features
Little art details have been added to some of the tilesets. Expect bits of grass and clams, the usual really.
Balancing
Changed Throne Butt for Steroids.
Steroids now also has all weapons fully automatic as their passive.
Getting decapitated as Chicken now lowers your max HP by one, but there are some ways to get it back!
Eagly Eyes now also lets you see a bit further.
Extra Feet now makes you walk normal on all surfaces.
Frog Eggs now have more HP.
Melting's Ultra now requires enemies to have slightly less HP.
Eyes' Ultra radius has been increased slightly.
Nukes now have a smaller hitbox, allowing for better maneuvring.
Shotgun masks are now slightly different, and Shotgun Fingers should work slightly different.
Sawed Off Shotgun now has more range, less accuracy.
Shotgun, Double Shotgun and Sawed Off Shotgun rate of fire has been increased slightly.
Plant's Snare now stops toxic gas.
Toxic Barrels now have bigger explosions.
Golden Weapons now only appear after looping.
Fixes
Enemies should no longer get stuck in walls, hopefully.
Rogue's Ultra now works as planned.
Fixed a crash caused by Weapon Chests.
Fixed a crash caused by mutating too much.
Breaking a single wall now makes the floor look broken.
Toxic Launchers now always spawn toxic gas.
Chicken Sword no longer spawns when you get to difficulty 99. :P
Rebel B skin now looks cool from 5_1 instead of 5_2.
Big Rad Canisters can't be infested anymore.
Shells should no longer go through walls.
Misc
Eyes' Ultra is now explained better.
Rogue Ammo canisters can now be "opened" by Portals.
New bone pile prop.
Art for the horrific boss waiting in loop has been updated.
A new rare tip has been added.
Juste quelques flingues....
Features
Ultra Revolver
Ultra Laser Pistol
Heavy Revolver
Heavy Machinegun
The Sledgehammer is now the Wrench, but there's a new Sledgehammer!
Fixes
Fixed a crash related to explosions.
Fixed a crash related to chicken's max HP loss.
Misc
Slightly changed the origin of the revolver, making it look better when holstered.
Toujours de la correction de bugs et de l'équilibrage !
Features
Craters & tiny flames from explosions. Will still get some work in the future!
New Ultra Mutations for Horror, Steroids, Chicken, Rebel and Rogue.
Heavy Slugger.
Balancing
Higher rate of fire for Ultra and Heavy Revolvers.
More radiation gained from the Crown of Hatred.
Eagle Eyes no longer makes you see further. Didn't do too much and just made things more complicated than they should be.
Fixes
Big Bandit spawns should be a lot more solid, and can no longer be used for radiation farming. Cool shortcut however.
Recoded the way radiation decides what to move towards.
Recoded Portal invincibility, now making you completely invulnerable to any damage. Might cause some problems with pickups that should be fixed soon.
Ultra Mutations can now be picked with the gamepad.
Windowed mode should have a border again.
Fixed a crash caused by boss spawns when playing with gamepad.
Misc
Golden Hammer is now the Golden Wrench.
Cars no longer die into tiny scorchmarks.
Lab now has tiny floor details.
Cette semaine: beaucoup d'équilibrage et ça continue d'évoluer du côté des armes Ultra.
Le twitter de Vlaamber signale un bug à cause de la réduction de dégâts du laser.
Un autre patch va être déployé rapidement.
Features
Ultra Shotgun!
Ultra Shovel!
New Throne Butt for Horror: Using the beam for extended periods of time now heals you.
Balancing
Continuing our much-hated trend, we've nerfed laser damage a tiny bit, we'll see how this goes down in history!
Some changes to Frozen City algorithm. Once again, let's see how this works out!
Robots B Ultra Mutation now automatically eats all weapons left in the level.
Rebel A Ultra Mutation now gives Allies 50% more HP.
Less HP for Snow Wolves.
Slightly more HP for the Snowbots.
Ultra Revolver now deals more damage.
Heavy Slugger rate of fire has been increased.
Removed the explosions caused by Flame Cannon.
Fixes
Pickups are now picked up when the player is in a portal. Might cause some co-op problems, so in a way it's not really a fix while really it is.
Recoded the way portals work, now always making them spawn from the last corpse!
Found what caused unplanned Big Bandit spawns and fixed it.
Fixed another crash caused by boss spawns.
Heavy Slugs now glow.
Misc
The IDPD spawns on loop now aren't time based, but like Rogue's system.
Added art for the Heavy Slugs.
Added art for the Heavy Bullets.
Features
3D sound effects! Still very early, and broke a couple of things. Explosions might sound super weak.
An improved sound "ducking" system, meaning that loud sounds can make everything else a bit more silent. This makes heavy weaponry sound really awesome.
A first simple round of audio balancing, making everything less of a "play as loud as you can" affair, giving sounds more space & generally also making really heavy things sound a lot better.
Something extremely dangerous in Crystal Caves on loop. Very work in progress.
Balancing
Faster, more accurate heavy bullets.
The [CLASSIFIED] at the start of a loop now clears all projectiles on death.
Fixes
You can now loop again.
Properly fixed a bug related to the old boss intros.
Fixed a bug related to Big Dog still sleeping but potals appearing.
Fixed a crash caused by the thing in 7_3.
Fixed a bug caused by rads touching a portal.
Merci pour le suivi !
Il sort bientôt d'alpha/beta ?
You must gather your party before venturing forth. You must gather your party before venturing forth. You must gather your party before venturing forth. You must gather your party before venturing forth.