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Android DLC
- Improved compatibility with Android 12. (previous version would fail to install on Android 12)
[ 2022-01-05 19:31:26 CET ] [ Original post ]
Just a quick controller-related patch here for Tallowmere. Then I'm back to working on Tallowmere 2!
Chris
GENERAL
- Updated InControl to version 1.8.7.
- Improved support for 8BitDo controllers.
- macOS: Fixed a crash when disconnecting controllers.
ANDROID DLC
- Added support for the MOGA XP5-X Plus controller.
- Added support for the PXN-P30 controller.
- Added support for the Razer Kishi controller.
[ 2021-10-15 20:12:13 CET ] [ Original post ]
Changelog
Local co-op:
- Fixed issue where souls would not be applied to fallen players.
Android DLC:
- Added support for the IPEGA PG-9129 controller.
- Added support for future IPEGA controllers.
[ 2021-03-05 04:38:05 CET ] [ Original post ]
tallowmere Lady Tallowmere is pleased to announce... Tallowmere 2: Curse of the Kittens will enter Steam Early Access on: [quote]
Friday, 4 December, 2020 @ 11:00am PST (GMT-8)
[/quote] https://store.steampowered.com/app/655740/Tallowmere_2_Curse_of_the_Kittens/
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Languages at launch
- English
- Simplified Chinese translated by Lightning Games
- Portuguese - Brazil Portugus - Brasil translated by Ewerton E. de Souza
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Player modes at launch
Single-player
Play solo.
- Play with a game controller (Xbox One or PlayStation 4 recommended), or keyboard and mouse.
Couch Co-op
Shared-screen local co-op.
- Up to 4 players.
- Play with 4 controllers, or 3 controllers and 1 keyboard.
Online Co-op
Play with friends online.
- Internet connection required.
- Up to 4 players per dungeon.
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Differences from the demo
Room limit removed
How far can you go?
- Enemy levels, item rarities, and room modifiers will scale more naturally.
Kitten limit removed
Can you rescue 9 kittens in a single run?
- Careful they're fragile. mrbigguns
Steam Achievements
80+ achievements.
- Collect them all.
Starting weapons
The Weapon Rack is ready.
Character classes
Break the chains.
- Mirror, mirror...
Steam Leaderboards
Can you make it to the top?
- Categories for each player mode and significant version.
Online Co-op
Play online.
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Server locations at launch
- California, USA
- New Jersey, USA
- Paris, France
- So Paulo, Brazil
- Sydney, Australia
- Tokyo, Japan
- Beijing, China
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Questions & Answers
Launch discount?
[quote]There will be a 40% discount at launch. After that, only 10% discounts are planned throughout Early Access.[/quote]
LAN Co-op?
[quote]Local Area Network Co-op is planned, but not quite ready at this time.[/quote]
Community servers?
[quote]Documentation, knowledge, and server-deployment script generation is pretty much done and ready. I will publicly release info on how to host your own community servers once Early Access has launched.[/quote]
Can I stream and record the game?
[quote]Yes! Please do. If you'd like any branding or artwork files, please check out Tallowmere 2's media kits. Also, Tallowmere 2's music was licensed royalty-free, so you shouldn't run into any takedown issues.[/quote] See you in the dungeons soon. Chris
[ 2020-11-16 09:42:29 CET ] [ Original post ]
Don't die from Covid-19. Lose a life in the dungeons instead. mrbigguns https://store.steampowered.com/app/340520/Tallowmere/
[ 2020-09-02 04:22:49 CET ] [ Original post ]
macOS:
- Improved PlayStation 4 controller support.
Android DLC:
- The game now pauses when resuming from being minimized.
- Fixed touch input not working if an Android Screen Overlay was active.
[ 2020-08-28 23:16:34 CET ] [ Original post ]
Fixes:
- Fixed a typographical issue.
- macOS: Fixed a startup issue.
[ 2020-08-05 01:34:22 CET ] [ Original post ]
Hello, adventurers. Lady Tallowmere's been busy...
Tallowmere 2 demo now available
The Steam page for Tallowmere 2: Curse of the Kittens has emerged. A free Tallowmere 2 demo is also available for Windows, macOS, and Linux.
Kickstarter campaign
Additionally, Lady Tallowmere has teamed up with her faithful Wandering Merchant underling to maximise their capitalistic endeavours to bring you a Tallowmere 2 Kickstarter campaign.
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Become an Early Backer and gain exciting rewards such as:
- Name a Kitten will appear in the dungeon from time to time.
- Customise a Guard flesh out a Guard NPC's name and dialogue.
- Design an Event Room work with the developer to create an Event Room.
- Design a Boss work with the developer to create a Boss.
- Steam Key receive a Steam key (or four) once Early Access begins.
- Name in Credits be credited as an Early Backer.
[ 2020-06-18 00:39:07 CET ] [ Original post ]
Wishes can come true.
The Steam page for Tallowmere 2: Curse of the Kittens is now visible for your drooling pleasure. Add to your wishlist to get notified upon release tentatively aiming for Q3 or Q4 2020.
[ 2020-06-17 19:22:48 CET ] [ Original post ]
Wishes can come true.
The Steam page for Tallowmere 2: Curse of the Kittens is now visible for your drooling pleasure. Add to your wishlist to get notified upon release tentatively aiming for Q3 or Q4 2020.
[ 2020-06-17 19:22:05 CET ] [ Original post ]
Wishes can come true.
The Steam page for Tallowmere 2: Curse of the Kittens is now visible for your drooling pleasure. Add to your wishlist to get notified upon release tentatively aiming for Q3 or Q4 2020.
[ 2020-06-17 19:20:27 CET ] [ Original post ]
Wishes can come true.
The Steam page for Tallowmere 2: Curse of the Kittens is now visible for your drooling pleasure. Add to your wishlist to get notified upon release tentatively aiming for Q3 or Q4 2020.
[ 2020-06-06 17:00:09 CET ] [ Original post ]
Fixes:
- Fixed certain controllers not being detected.
- Updated InControl to 1.8.2.
[ 2020-05-31 23:48:41 CET ] [ Original post ]
Language added:
- Korean () translated by The Balance.
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macOS:
- Graphics engine now uses Metal instead of OpenGL Core.
- Improved support for Xbox 360 controllers.
[ 2020-05-16 03:32:05 CET ] [ Original post ]
The DLC you always wanted mrbigguns
Hopping aboard Steam's new soundtrack functionality, the soundtrack for Tallowmere is now available for free. Featuring an astonishing 13 minutes of music, this album was voted best in the dungeon by 8 out of 9 kittens. Mr Bigguns demanded a recount, but Lady Tallowmere overturned the decision.
How to listen
[olist]
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[/olist] Enjoy! https://store.steampowered.com/app/1225360/Tallowmere_Soundtrack/ PS: Yes, Tallowmere 2 is still being worked on.
[ 2020-01-26 15:16:43 CET ] [ Original post ]
Hello from the dungeon
Please pardon the dust. Lady Tallowmere is still preparing her next generation of procedural death labyrinths for your pain and pleasure.
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Official artwork characters illustrated by Eric Grimoire
Meow?
What is happening...?
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Why is there a kitten locked away? What secrets does it hold?
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What else has been going on in the dungeons so far this year? Let's find out...
Mirror, Mirror
In the home room, a Magic Mirror now lets you change your character. Each character has a different trait. Additional characters can be unlocked by slaying matching enemies in Room 10 or higher.
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Rack It Up A Notch
A Weapon Rack is also available, allowing you to choose a starting weapon. Starting weapons can be unlocked by finding the weapon in the dungeon and slaying enemies with it. Certain weapons with powerful element variations (such as Poison, Lightning, and Arcane) have higher enemy killing requirements, as well as minimum room number requirements before kill counts start tallying.
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Why Can't I Hold All These Weapons?
The old eight-slot weapon wheel has been replaced with a new dynamic Weapon Selector.
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Bring Me To Life
Eyes now blink, legs waddle, and necks snap back. Melee weapons have been given a slight animation while still retaining their instant-hit feel. Enemy eyes also glow so you can anticipate incoming attacks.
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I Heard You Like Loot
Item Modifiers are still going strong. There are 7 different Rarities, as well as 5 different Item Tiers this time for even more damage and health.
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More Souls Required
Slaying enemies and collecting their souls allows you to level up at Demon Statues:
- At Lvl 2, you can choose between a randomly-rolled amount of Strength or Health.
- At Lvl 3, a third Mystery reward becomes available.
- At Lvl 4 and higher, one of the three rewards will also have a random Bonus reward attached.
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There are currently ~50 different mystery and bonus rewards available. Will luck be on your side?
Offerings & Curses
During your travels, you may come across various Pedestals, each presenting an Offering with a randomly-chosen Curse. Will you accept what's on offer?
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Room Modifiers
From Room 6 and higher, Room Modifiers get added to most rooms, with additional modifier slots added every 5 rooms, up to 5 modifiers max per room. There are currently ~50 Room Modifiers in the pool.
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Drink Up
Health Potions now have ranks. Certain potions also grant buffs. There are currently ~20 potion buffs available. Managing potions in a platformer is low on the list of things you'd rather be doing, so there is now a Quick Heal action to consume your best-available potion (factoring in how much health you are missing). If you have a potion with a buff attached to it, you can anticipate getting a heal and a buff without needing to rummage through your inventory.
Menu Development is Serious Business
The UI has been given an uplift in many places, with tabs, save slots, item detail enhancements, built-in achievements and Steam leaderboards, and a proper pause menu. Play:
- New, Load, Join, and Host.
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Inventory:
- Weapons, Shields, Potions, Blessings, Attributes, and Journal.
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Merchant:
- Buy, Sell, and Buyback.
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Triumphs:
- High Scores, Achievements, and Leaderboards.
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Options:
- Language, Screen, Sound, Input, Effects, and Advanced.
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Pause Menu:
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Rich 'n Creamy
With Rich Presence integration for both Steam and Discord, your friends can see status updates of how great you are as your room number increases as you delve further and further or perhaps they can shed a tear with you when you lament your death.
Where's the Steam page?
To launch Tallowmere 2's Steam page, I still need to finalise the screenshots and create a trailer, which means I need to do a sound effect pass, and another pass on the room themes with cool doodads and cosmetics. Since I'm still adding things, working on a trailer and publishing full-size screenshots feels like things to do last. The page will launch closer to the time when the game is ready.
Pricing
After much consideration, looking at what Tallowmere 2 offers compared to the first Tallowmere, I believe a steady price of ~$9.99 USD is more appropriate for Steam. I no longer feel increasing the price gradually throughout Early Access is ideal I do not fancy attempting to dictate which future feature amounts to which dollar value. I just want to keep things simple. In an attempt to honour my previous plan of starting at a lower price point, I will offer a launch discount of 40%, which is the maximum launch discount Valve allows. After that, the occasional discount throughout Early Access will be no deeper than 10%. The game will receive free updates as originally planned I still have no plans to offer premium add-on expansions. With single-player, local couch co-op, online co-op, and many more goodies and aesthetic delights compared to the first game, I feel ~$9.99 USD is reasonable. But please, let me know your thoughts.
Descent into Madness
While the features mentioned on the roadmap posted in December 2018 still stand, time estimations have gone out the window. In the midst of Tallowmere 2's development, the irl RNG gods have decided to hand me an autoimmune disease called psoriasis, and with it, psoriatic arthopathy, which affects approximately 1% of the population. This incurable inflammatory disease has been impacting my productivity. X-rays have not revealed any joint damage (yet), but the pain is there. I recall noticing external signs of psoriasis back in 2016, but it wasn't until 2018 that pain became apparent. Official diagnosis was given to me in early 2019 by a rheumatologist. I've been fairly quiet about this until now. I am still struggling to come to terms with it, but this disease has been a major factor as to why things are taking longer than anticipated. Being in pain almost 24/7 is a challenge. I try to ignore it, but that's easier said than done. Some days are better than others, but my typical day-to-day adventures include:
- Pain My elbows, fingers, knees, toes, hips, neck, shoulders, and spine hurt due to my immune system attacking itself. During the worst flare-ups, it feels like knives are being shoved into my back, and razorblades are being jammed into my smaller joints. Some days, it hurts to walk. Other days, it hurts to sit. Some nights, I wake due to my toes hurting in excruciating pain of all things. I am often maxed out on special prescribed painkillers, but they aren't 100% effective.
- Numbness and tingling In the past month, parts of my hands feel like they've fallen asleep, except they refuse to wake up. They aren't 100% numb, but the sensation is weird; makes typing and holding a mouse quite odd at times. The intensity varies. Occasionally, I have sessions where my feet, legs, and wrists also feel compressed and numb.
- Fatigue This one is the biggest hindrance: I am needing naps more often, and for longer; sometimes two naps a day even. I am most productive and energetic in the morning, but come mid-day and afternoon, I often run out of energy and need sleep.
Still To-do
I thought I would launch Tallowmere 2 earlier this year, but things felt too early, so it's been months of polish and features this year so far instead. Tasks on my list to get this up on Early Access:
- Improve Elite healthbars.
- Ensure all weapons have elemental variations implemented.
- Add cool item names.
- Continue implementing the ~120 pedestal offerings and ~260 curses on my list. It's a lot of work, but it's coming along.
- Tidy up enemy AI.
- Add unique icons to the different potion types.
- Add sound effects to everything.
- Spruce up the room themes a bit more.
- Add ability to form parties easily to play with friends online hassle-free via Steam and Discord.
- Make sure everything continues to work online lunar2019deadpanpig
Onwards
As a self-employed solo game developer creating a multi-platform online co-op experience, my recent health complications have thrown a wrench into things. I'm still able to work, but perhaps not as fast as I'd like. Due to my unpredictable energy and concentration levels, there's not much point attempting to guesstimate timeframes. Will it be this year? Next year? ... Things will launch when ready. With Tallowmere selling over 120,000 copies across all platforms since 2015, I've been able to work on Tallowmere 2 as my full-time job over the past 2-3 years, and this will continue for the foreseeable future just perhaps more slowly than desired. So, thank you for your continued patience and support. I will see you in the dungeons soon enough. For updates, please follow my Steam developer page, Twitter page, and/or Facebook page. Chris
[ 2019-08-27 04:41:40 CET ] [ Original post ]
To maintain compatibility with recent operating system versions, Tallowmere has been updated to version 351.
General
- Added interpolation to coins, hearts, keys, souls, giblets, and floating text, so things move more smoothly through the air.
- Reduced installation size, down from ~300 MB to ~125 MB.
- Android DLC: Enabled new Unity feature "sustained performance mode" to ensure framerate stays smooth during long gameplay sessions.
- Android DLC: Added new adaptive icons for Android 8.0+.
System requirements
Due to a new Unity version being used, minimum system requirements have changed:
- Windows: Windows 7 SP1 or higher is now required. (previously, Windows XP SP2 was supported)
- Windows: DirectX 11 with a Shader Model 4.0 graphics card is now required. (previously, DirectX 9.0c with a Shader Model 3.0 graphics card was supported)
- macOS: 64-bit macOS 10.12 or higher is now required. (previously, macOS 10.10 was supported)
- Linux: 64-bit Ubuntu 16.04+ (or similar distribution) is now required. (previously, 32-bit Ubuntu 12.04 was supported)
Fixes
- Windows: Fixed startup crashes happening on certain systems.
- macOS: Fixed black screens sometimes happening at startup.
- Linux: Fixed controllers causing crashes.
Controllers
- Windows: Added support for the Betop BTP2175s controller.
- Windows: Added support for the NVidia Shield controller on Windows 8.1.
- Windows: Added additional Xbox 360 controller support.
- macOS: Added additional controller support for the 360Controller 0.16.11 driver.
- Linux: Added support for the Havit HVG95W controller.
- Linux: Added support for the PlayStation 2 controller.
- Performance optimizations.
Internal
- Updated Unity from 5.6.6f2 to 2019.2.1f1.
- Updated InControl from 1.6.12 to 1.7.3.
- Updated Steamworks to 1.43.
Known issues
- Linux: Disconnecting a controller mid-game and reconnecting it may cause the thumbstick to stop working.
[ 2019-08-21 10:34:40 CET ] [ Original post ]
Dearest adventurers,
Tallowmere 2: Curse of the Kittens is coming along. Online co-op is working. The project has reached a turning point, and Lady Tallowmere will be opening the doors to her second generation of dungeons for you in 2019.
Early Access
Steam's Early Access programme is planned for the remainder of Tallowmere 2's development. I am aiming for March 2019 as the initial Early Access launch timeframe for version 0.1, but please don't maim me if the date slips a little. I've been developing T2 solo for almost 2 years now, and with online co-op being pretty stable and server deployment streamlined, I would like to get the dungeons onto Steam for you to play. There is only so much I can test alone, and online gameplay needs players to be effective. I'm also keen for your feedback and suggestions to help shape the game, as there's still much to do. Please take a look at the following tentative development roadmap:
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Currently in the closed alpha, you can enter Lady Tallowmere's dungeons, slay enemies, find keys, acquire loot and gold, buy and sell weapons and shields, level up and choose rewards, and receive a high score upon death. There are axes, boomerangs, katanas, grenades, flails, stun bombs, bows, elemental balls, staffs, lightning orbs, and scythes to discover. Most enemies use the same weapons you do in T2, which is different from the first game. Certain weapons also have elemental variations to keep things interesting, such as Poison Bows and Arcane Bows.
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Similar to Tallowmere 1, the rooms in Tallowmere 2 are randomly generated every time you play, and gradually grow bigger as you delve deeper. Gaining a high score based on how many rooms you've cleared is still the aim of the game. Room Modifiers are also present now to spice up each area and keep you on your toes, and new Room Skins will keep the dungeon looking fresh. While the original 7 loot rarities (ranging from Basic to Otherworldly) are making a comeback, 4 new loot tiers (ranging from Demonic to Celestial) now also await players that manage to make it extremely far.
Price
As shown on the roadmap above, I plan to increase Tallowmere 2's price throughout early access as development progresses. Initial price will be $4.99 USD, and will reach $9.99 USD upon full release. I've debated going free-to-play, and/or having in-app purchases or paid DLC, but for Steam, I feel a one-time upfront price of admission with free updates afterwards is the way to go. I do plan to offer 10% discounts throughout early access from time to time, but no deeper. If the price looks good, please come aboard when the dungeons go live.
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Upcoming features
While the core gameplay is stable, it needs more. Primary goals over the next couple years of Early Access will be focused on character enhancement, bosses, rewards, dialogue, and lore. The aim is to go above and beyond what Tallowmere 1 had for items, modifiers, and characters, while still adhering to the confines of the dungeon. Some features of T2 that I've dabbled with so far, such as special abilities, secondary attacks, and acquirable passives, feel like they should be the rewards of exciting battles or events... but such battles need bosses, and these all take a fair amount of time to develop and create. As such, bosses will be added gradually, but the types of rewards you can receive will likely appear more often throughout development. Some things are also due for an overhaul, or have only been partially implemented and still need to be fully fleshed out. Please be prepared for change.
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Servers
I am calling Tallowmere 2's online servers "relay servers". There is no peer-to-peer networking all network traffic passes through the relay servers I've developed. This means client IP addresses stay private between players, and you won't have to muck around with port forwarding nor NAT punch-throughs. The servers are effectively dedicated servers, sans physics processing. A single server can host multiples games at once, maintaining instances of each game world as network messages pass through. If a player happens to disconnect from a game in progress, they can reconnect and resume exactly as things were. Physics processing happens on the client computers, but since Tallowmere 2's initial focus is on jolly co-op rather than competitive player-versus-player, I believe it will be sufficient. I am also in the process of allowing relay server builds to be available as a Steam tool, so anyone can optionally host a relay server to help out the community if they'd like. Note that online play is entirely optional you can still play offline as single-player or 4-player couch co-op.
Cross-platform play
I have developed Tallowmere 2's network capabilities to be cross-platform compatible. From my testing, I can confirm that the Windows, macOS, and Linux versions are compatible with the in-development Android and iOS versions. I am confident that future console versions will be compatible with desktop and mobile too.
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Localisation
Like Tallowmere 1, Tallowmere 2 will feature language support. All strings in the game are ready to be translated but since more things are going to be added, completing the translations will be a gradual process. If desired, I will be able to add Steam Workshop support for fan translations. In certain circumstances, it might make sense to have "official" translations again if needed.
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Rogue-like or rogue-lite?
Years ago, "rogue-lite" seemed to mean "randomised non-turn-based game", but these days rogue-lite seems to additionally mean "permanent stat progression between runs". I believe there is room in T2 to have characters or classes be unlocked as you play, but having your base weapons and attribute points be permanently more powerful on your next run from the get-go because you died a bunch of times previously is not part of my game design. "Rogue-like" is technically reserved for turn-based gameplay, but since T2 is an action game, I believe "action rogue-like" is how I'd describe Tallowmere 2. I feel there is appropriate room for a shared stash to let certain perishable items be carried over between runs, and even potentially have helpful NPCs be persistently unlocked, but permanent stat upgrades between runs are not on the radar. There have also been calls for wanting non-permadeath modes; I may reserve such a feature for only the story mode.
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Gif it to me
To see some animated gifs, please visit tallowmere2.com
Follow
Since the official store page is not live yet, the best way to hear when Tallowmere 2 is available on Steam is to visit my Steam developer page, then click the Follow button. I look forward to playing with you in the coming months! Chris
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om nom nom
[ 2018-12-01 10:33:09 CET ] [ Original post ]
Version 350.7 – 2 March, 2018
Languages added:
- Portuguese-Brazil – translated by Lucas Videla.
- Slovenian – translated by Alen Korez.
- Added support for the IPEGA PG-9037 controller.
- Fixed an issue where thousand-separators were not being added for numbers surpassing 1,000,000.
- Fixed a souls-related crash that could occur if red, green, and purple souls were disabled via the Punisher.
Version 350.9 – 11 September, 2018
- Updated engine to Unity 5.6.5p4.
- Fixed an issue where video wouldn't work if user's graphics card was set to scale the screen.
[ 2018-03-01 23:34:37 CET ] [ Original post ]
Version 350.7 – 2 March, 2018
Languages added:
- Portuguese-Brazil – translated by Lucas Videla.
- Slovenian – translated by Alen Korez.
- Added support for the IPEGA PG-9037 controller.
- Fixed an issue where thousand-separators were not being added for numbers surpassing 1,000,000.
- Fixed a souls-related crash that could occur if red, green, and purple souls were disabled via the Punisher.
[ 2018-03-01 23:34:37 CET ] [ Original post ]
14 August 2017 – Version 350
New languages:
- Finnish – translated by Tomi Turkki & Olli-Samuli Lehmus
- German – translated by Spiffosi, sePL, & John Westfield
- Japanese – translated by Teyon Japan Thank you to everyone who has helped translate Tallowmere!
- Updated engine to Unity 5.6.2p4.
- macOS: Fixed an issue where the game would sometimes crash upon startup.
- Fixed an issue where controller icons weren't appearing in the Edit Controls menu for non-English languages.
- Fixed an issue where Lady Tallowmere's speech bubble wouldn't update during a boss fight if blood was disabled.
- Fixed an issue where Samuel's Challenge dates were always displaying in English.
- Fixed an error that would occur if you opened the Weapon Wheel before walking around.
- Fixed an issue during a boss fight where blood would instantiate in the center of the room rather than on the boss.
- Fixed an issue where combat log entries for certain bosses were incorrect.
- Minor translation text fixes.
[ 2017-08-14 11:25:26 CET ] [ Original post ]
14 August 2017 Version 350
New languages:
- Finnish translated by Tomi Turkki & Olli-Samuli Lehmus
- German translated by Spiffosi, sePL, & John Westfield
- Japanese translated by Teyon Japan Thank you to everyone who has helped translate Tallowmere!
- Updated engine to Unity 5.6.2p4.
- macOS: Fixed an issue where the game would sometimes crash upon startup.
- Fixed an issue where controller icons weren't appearing in the Edit Controls menu for non-English languages.
- Fixed an issue where Lady Tallowmere's speech bubble wouldn't update during a boss fight if blood was disabled.
- Fixed an issue where Samuel's Challenge dates were always displaying in English.
- Fixed an error that would occur if you opened the Weapon Wheel before walking around.
- Fixed an issue during a boss fight where blood would instantiate in the center of the room rather than on the boss.
- Fixed an issue where combat log entries for certain bosses were incorrect.
- Minor translation text fixes.
17 September 2017 Version 350.1
- Local co-op: Fixed an issue where interaction text could overlap the UI too far.
- Minor translation text fixes.
20 November 2017 Version 350.2
- Fixed an issue where the game could crash if you died with the inventory menu open.
- Fixed an issue where a key could bounce into a corridor out of reach without getting pushed back.
- Local co-op: Fixed an issue where player names would overlap the High Scores UI.
- Android: Added support for the IPEGA PG-9055.
30 December 2017 Version 350.4
- Tallowmere is now built with Unity 5.6.4p4.
- Fixed a rare issue where soul groups would never spawn.
2 January 2018 Version 350.5
- Tallowmere is now built with Unity 5.6.5f1.
- Fixed some positional regression issues from 350.4.
[ 2017-08-14 11:04:33 CET ] [ Original post ]
+10 Comfort. No sacrificing needed.
From the Wandering Merchant comes... a t-shirt! Available on Storenvy Feel the loving embrace of Lady Tallowmere, Mr Bigguns, and a few innocent kittens against your skin. Official commissioned artwork. Illustrated by Cam Kendell.
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Base price: $18 USD Shipping rates:
- USA: $5 USD
- Canada: $8 USD
- Worldwide: $10 USD
[ 2017-06-28 11:22:26 CET ] [ Original post ]
+10 Comfort. No sacrificing needed.
From the Wandering Merchant comes... a t-shirt! Available on Storenvy Feel the loving embrace of Lady Tallowmere, Mr Bigguns, and a few innocent kittens against your skin. Official commissioned artwork. Illustrated by Cam Kendell.
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Base price: $29.99 USD Shipping rates:
- USA: Free shipping
- Canada: $2.99 USD
- Worldwide: $4.99 USD
[ 2017-06-28 11:22:26 CET ] [ Original post ]
Amidst preparations for her upcoming sequel, Lady Tallowmere has learned yet another language: Turkish. With thanks to A. Ozkal.
16 June 2017 – Version 345
- Added Turkish (Türkçe) – translated by A. Ozkal.
- Steam: Added option: Lock Cursor to Window. Toggleable. Available under Options > Input Options.
- Added persistent English text for the “Options” and “Language” menu items to prevent confusion if the language was set incorrectly.
- To help fix missing font issues, the following fonts have been embedded:
- For Simplified Chinese, added the Noto Sans CJK SC font.
- For Russian, added the Noto Sans font.
- Improved out-of-bounds position detection when using the Katana or Emerald Dagger.
- Fixed an issue where you could spawn outside the room when starting the game.
- Fixed an issue where Bloats could chase you after cloaking with the Emerald Dagger.
- Fixed an issue where the game could freeze after starting a Challenge.
- Fixed an issue where the game could freeze if you talked to the Tireless Guard with blood disabled.
- Local Co-op: Fixed an issue where the red low-health overlay would not cover the whole screen if the camera was zoomed out too far.
- Android: Fixed the Flag Runner achievement displaying the wrong text.
- Various minor translation text fixes.
- Performance improvements.
[ 2017-06-16 05:21:29 CET ] [ Original post ]
18 April 2017 – Version 344
Lady Tallowmere has learned two new languages:
- Added Italian (Italiano) – translated by Luca Pattarini.
- Added Russian (Русский) – translated by Tycho Davidianus.
[ 2017-04-18 09:20:58 CET ] [ Original post ]
Lady Tallowmere has learned to speak yet another language - French! With thanks to Christophe Braguy.
12 March 2017 – Version 343
- Updated to Unity 5.4.4p3.
- Added French. Translated by Christophe Braguy.
- Upon first run, Tallowmere now attempts to automatically select your system language (if available) rather than defaulting to English.
- On the main menu, added a “Save Game” item explaining how the saving system works: - Your game is automatically saved when you reach a new room. - Your save file is loaded whenever Tallowmere starts. - Your save file will be deleted if you die.
- Linux: Fixed an issue where the game would not pause if the game lost focus.
- Linux: Fixed an issue where the cursor would remain locked to the game window if the game lost focus.
- Android: Added support for the 8Bitdo FC30 Pro and 8Bitdo NES30 Pro controllers.
[ 2017-03-12 08:28:39 CET ] [ Original post ]
Lady Tallowmere has learned to speak Polish and Spanish, with thanks to Maciej Ułanowicz and Jose M. Gaspar. Languages can be changed in-game by going: Esc > Options > Languages.
18 February 2017 – Version 342
- Added Polish (Polski). Translated by Maciej Ułanowicz.
- Added Spanish (Español). Translated by Jose M. Gaspar.
- Updated the InControl controller plugin from v1.5.12 to v1.6.9: [quote] • Added support for Sony DUALSHOCK 4 Wireless Adapter. • Added support for newer PlayStation 4 controller. • Added support for Xbox One S controller on Windows 10. • Added support for Xbox One controller changes in Windows 10 anniversary edition. • Added support for SteelSeries Stratus XL on Windows. • Added support for PlayStation 4 Steam Link on Mac. • Added additional controllers supported by 360Controller 0.16.4 on Mac. • Fixed D-Pad mappings for Xbox One controllers on Windows 10. • Android: Added improved SteelSeries Stratus XL support. [/quote]
[ 2017-02-17 21:30:58 CET ] [ Original post ]
Lady Tallowmere and her friends have learned to speak Simplified Chinese (简体中文), with thanks to Kai Shao.
Version 340 Changelog – 2 November 2016
New & Updated:
- Tallowmere is now built with Unity 5.4.2f1.
- Added internal support for multiple languages. For details about translating Tallowmere, please read the Localisation Support thread. The default language is English. Please note that weapons and loot acquired prior to v340 may retain their English names even if you change the language.
- Added Simplified Chinese (简体中文) as a selectable language. Translated by Kai Shao. Available in-game under Main Menu > Options > Languages.
- Updated the monthly leaderboard to November 2016.
- Added a slight glow around each Acid Trap skull.
- Converted the Tips & Tricks section to read data from local langauge files instead of requesting a file from Tallowmere's web server.
- Tamed the screen shake to be slightly smoother and less jarring for the shake duration.
- Fixed +Spiked Club Damage not being included in the loot rolls.
- Fixed an issue where +Base Damage numbers on new weapons were being rolled too low after loading a saved game.
- Fixed the Tips & Tricks section sometimes saying there was 1 new tip if you had read them all.
- Fixed screen tearing on Linux.
- Fixed mouse cursor showing erroneously on Linux. The cursor is now hidden and locked to the game window from the start. Opening the main menu by pressing Esc will release the cursor so you can click elsewhere on your desktop. Resuming the game will lock the cursor to the game again.
- It appears the text for "Version" on the title screen is not always respecting the selected language. The rest of the game seems to respect the language setting as intended. I am investigating now.
[ 2016-11-02 06:23:46 CET ] [ Original post ]
Lady Tallowmere is looking for translators
Tallowmere v340 Beta is now available on the beta branch, and is ready to read translated language files. This uses a new version of Unity, and adds support for future languages. If you would like to translate Tallowmere to your language, please click here for instructions.
Languages
Completed languages:
- English (written by Chris McFarland)
- Portuguese-Brazil / Português-Brasil (being translated by DH.)
- Finnish / Suomi (being translated by Olli-Samuli Lehmus)
- Italian / Italiano (being translated by Luca Pattarini)
- Spanish / Español (being translated by Jose M. Gaspar)
- Turkish / Türkçe (being translated by Arda Özkal)
- Please email chris@tallowmere.com to get involved.
v340 Beta Changelog
25 August 2016 – Version 340 Beta 1a
- Tallowmere is now built with Unity 5.4.0f3.
- Added support for multiple languages.
- Added a slight glow around each Acid Trap.
- Fixed screen tearing on Ubuntu/Linux.
- Converted the Tips & Tricks section to read data from local langauge files instead of requesting a file from Tallowmere's web server.
- Added translator names within the Options > Language section.
- Optimised the High Scores GUI column headers for translation.
[ 2016-08-27 03:06:09 CET ] [ Original post ]
Fire, ice, and everything nice. Lady Tallowmere has delivered 6 new shrines to her dungeon for you to discover.
The Shrine Update
Most rooms now have a 30% chance to contain a shrine, with a smaller chance that two shrines may appear. Shrines won't appear in boss rooms.
Shrine Types
- Shrine of Power Applies a double damage effect to your weapons. Lasts 60 seconds.
- Shrine of Swiftness Increases your movement speed. Lasts 60 seconds.
- Shrine of Wealth Grants extra coins from enemies. Lasts 60 seconds.
- Shrine of Regeneration Grants you increased health regeneration. Lasts 60 seconds.
- Shrine of Chilling Gives your weapons an icy touch. Lasts 60 seconds.
- Shrine of Fire Ignites your weapons with fire. Lasts 60 seconds.
Other Changes
- Bloats and Zaeries that are chilled when they die will now chill nearby enemies that are hit in their death explosion.
- Bloats and Zaeries that are on fire when they die will now ignite nearby enemies that are hit in their death explosion.
- Fixed an audio issue that could cause the game to lag the longer you played.
Dev Console Commands
If you'd like to cheat and spawn a shrine immediately, you can open the Dev Console by pressing the ~ key and type: [quote] spawn double damage shrine spawn haste shrine spawn wealth shrine spawn health regen shrine spawn cold shrine spawn fire shrine [/quote]
Monthly Leaderboard
- The leaderboard for April 2016 is now live.
Minor Updates
8 April 2016 – Version 334.1
- Manually selecting an Xbox or PlayStation controller from the Device Types list no longer automatically sets Automatic Device Selection to On.
- Fixed Nvidia Shield controller not working correctly on Windows 8.1.
- Added Dev Console command: show controller names
- Android: Enabled the 32-bit Display Buffer to resolve black screen issues on certain devices.
- The leaderboard for May 2016 is now live.
- Android: Added support for the GameSir G3w controller.
- Android: Added support for the Mad Catz C.T.R.L.R controller.
- OpenGL ES 2.0 is now the minimum requirement instead of OpenGL ES 3.0.
- Changed the default texture compression to ETC instead of ETC2.
- Android: Added support for the IPEGA PG-9025 controller.
- The leaderboard for June 2016 is now live.
- Improved Feeler AI to ensure they keep flying around.
- Fixed music tracks not looping in certain event rooms.
[ 2016-04-01 09:08:16 CET ] [ Original post ]
16 December 2015 – Version 333
Fixes and improvements:
- Controller icons for the A, B, X, and Y buttons have been given a new coat of paint.
- Improved hero's ability to walk over corner ledges successfully without getting stopped/stuck.
- Improved Feeler movement AI to not get stuck in place as much.
- Spikes are now flush against block ledge corners.
- Fixed an issue where the game would sometimes think a lower-tier item was an upgrade when it actually wasn't.
- Fixed acid clouds being able to have their movement tangent changed.
- Fixed Archer arrows sometimes gliding against your shield instead of being blocked and destroyed.
- Fixed Feeler tongues going out of position momentarily when getting hit while extended.
- Fixed Jazza's glowballs sometimes bouncing off your shield instead of being destroyed.
- Fixed several enemies being able to enter a state where they would always face your direction, even if you were stealthed or not in line of sight.
- Tallowmere is now built with Unity 5.2.4f1.
- Improved detection of collision events.
- Fixed an issue with Mr Bigguns' Shield Challenge where a weapon could spawn in a chest if you managed to max your souls out.
- The monthly leaderboard for January 2016 is now live. Happy new year!
- The monthly leaderboard for February 2016 is now live.
- Pinwheels can no longer spawn vertically on the two blocks in front of the hydra pit.
- The "Enemies attack twice as fast" punishment no longer affects Acid Traps, Pinwheels, and Spike Traps.
- The monthly leaderboard for March 2016 is now live.
- Added an option to disable scorch mark decals.
- Memory improvements.
- Fixed a framerate issue that could occur during long play sessions.
[ 2015-12-16 09:22:59 CET ] [ Original post ]
1 December 2015 – Version 332
Monthly leaderboard
- The monthly leaderboard for December 2015 is now live. Good luck!
Fixes and improvements
- Tallowmere is now built with Unity 5.2.3p1.
- Local Co-op: Fixed Jazza's glowballs sometimes dealing damage to the wrong player.
- Local Co-op: Fixed Jazza's swapper orb always affecting Player 1.
- Fixed Archer arrows sometimes passing through shields and bodies.
- Fixed Conductor lightning obstructing Rocket Launcher auto-aim (this was most noticeable for a moment after getting hit by lightning).
- Fixed Leapers not facing you when becoming angry after being touched by a Grenade.
- Fixed floating combat text sometimes overlapping the pause menu.
- Fixed hero sometimes bouncing when landing on a heart or key.
- Fixed the "Return the flag to town" speech being too quiet and off-centred.
- Fixed the "Your health is low!" text sometimes overlapping the menus.
- Fixed tutorial text not hiding if menus were open.
- Lots of memory and loading optimisations.
- Android DLC: The slow-loading Android issue has been fixed thanks to Unity. Initial loading times are now roughly 7x faster. (on my Nexus 9 tablet, loading now takes 4 seconds instead of 30 seconds)
- Android DLC: Fixed a typo on the Room 50 local achievement.
Changes:
- If an Archer is firing at you off-screen, your Rocket Launcher's rockets will now be able to hit things that are far away off-screen for the current room. If the off-screen Archer dies or becomes visible on-screen, the Rocket Launcher's rockets will revert to their default behaviour of being quietly removed if the rocket becomes off-screen and hasn't collided with anything after 0.5 seconds. Basically, this gives you a new advantage against off-screen Archers (and other off-screen enemies at the same time if you're lucky), while retaining original Rocket Launcher functionality otherwise.
Fixes:
- Fixed an issue with the tutorial text.
- Fixed an issue where Fire Mages would sometimes always face you, even if you were stealthed or not in line of sight.
Android DLC:
- The time-agnostic loading swirl is now only used the first time you launch the game. For every launch thereafter, a new time-defined loading bar will be used instead, giving you a better indication of when the loading will complete.
Changes:
- Added a "No controller connected" alert that will display under Input Options > Device Type if you attempt to select an Xbox or PlayStation controller type when no controller is detected.
- Fixed a hang that could occur when attempting to escape out of the Local Co-op Setup screen.
- Escaping out of the Local Co-op Setup screen now takes you to the home room instead of the title screen.
- Fixed alerts on the main menu not fading out if the game was paused.
- Windows: In the menus, green checkmarks are now green bullet points instead, as Unity and Windows 10 really don't like the checkmark character.
Mac:
- Added support for the PlayStation 4 controller with Steam Link.
[ 2015-12-01 05:38:08 CET ] [ Original post ]
23 November 2015 – Version 331
General updates
- Updated the InControl controller plugin to v1.5.12.
- Windows: XInput now works properly with Steam In-Home Streaming.
- Windows: XInput now works properly with the Steam Controller.
- Windows & Mac: Slightly increased the font size of the ▲ and ▼ item comparison indicators.
- Jazza's death fanfare is now played as a sound effect instead of a music track.
- Added a checkmark beside your selected screen resolution in the Screen Resolution options.
- Fixed Jazza's blue swapper orb effect appearing out of place at times.
- Fixed Ice Wand particles not updating their position if you were stunned.
- Fixed a rare issue that could cause a wardrobe malfunction.
Steam Controller
If using a Steam Controller, please make sure you've opted into the Steam Client Beta. Windows:
- Created a new profile called "Tallowmere Official Windows Bindings" (I attempted to update the existing profile but it appears changing the title of a profile saves it as a new one). Updated the button labels. This config is the new default and works similar to an Xbox 360 controller.
- Steam Controller now works with the latest Steam Client Beta.
- Created a new profile called "Tallowmere Official Mac & Linux Bindings". At this point, the Steam Controller isn't seen as a controller on Mac and Linux, so the bindings emulate keyboard keys.
- To Cancel or Confirm when browsing the menus, use Left Grip and Right Grip respectively.
- Multiple Steam Controllers probably won't work well for local co-op on Mac and Linux at this time.
Target framerates
- Desktop: Added an option to limit the framerate to 60 FPS. Available under Options > Video Options > Target Framerate. Default option is set to Maximum FPS.
- Android DLC: Target framerate is now set to 60 FPS, which should help preserve battery life. Previously, the framerate could jump up to 120 FPS which was unnecessary.
Further controller support
Android DLC:
- Added Moga Pro controller profile
- Added SteelSeries Free controller profile
[ 2015-11-23 08:31:22 CET ] [ Original post ]
1 September 2015 – Version 330
From the depths of Lady Tallowmere's dungeons comes a new breed of stumpy kamikaze creatures called Bloats.
Having consumed one too many purple stun potions from their fellow Ogres, Bloats are packed with paralysing toxins, exploding upon death.
You're free to use your shield against their self-inflicted explosions. Other enemies in the dungeon aren't so lucky, however, and will get stunned in a purple haze if they keep too close. Or if other monsters you want to stun are too far, you can always lure or push a Bloat into place before it explodes!
Bloat details:
- Bloats do not attack. Rather, they jump towards you when they see you, and make a delightful chirping noise.
- Once they're close enough, Bloats will begin their ritual of plunging a blade into a sweet spot in their belly, causing them to die instantly and explode.
- Bloats also explode if their health reaches zero through other means.
- Bloat explosions are close-range and can stun both hero and enemy.
- You can block the explosion with your shield, negating the damage and stun, or use an Anti-stun Potion.
- All enemies, excluding bosses, are stunnable.
- After exploding, Bloat body parts will fly through the air carrying a paralysing toxin. These purple gibs may look dangerous, but the toxin on these body parts are too weak to affect the hero. Other monsters in the room aren't so lucky however, and will become stunned for a few seconds if a toxin-laden body part hits them. You can also bounce these body parts off of your shield to try and stun monsters from afar.
- Other Bloats caught in a Bloat explosion will explode immediately in a chain reaction, regardless of health.
Other changes:
- The monthly leaderboard for September 2015 is now live. Good luck!
- Added the Bloat Challenge and its leaderboard. Speak to Samuel in-game to start.
- Added a pair of Bloats to the Double Trouble room.
- Slightly increased the coin pick-up radius.
- Demon statues now show a blue indicator when you have a soul group available to turn in.
- Updated Anti-stun Potions to cater for Bloat explosions.
- Scorch mark decals are now only created 60% of the time, down from 100%, for performance.
- Added dev console command: spawn bloat
Fixes:
- Fixed voice clips sometimes overlapping.
- Fixed Fire Mage arms sometimes getting stuck in upward positions.
- Fixed a frame stutter issue during the initial kidnapping scene.
- Fixed an issue with the local high score board flashing during the You Have Died sequence.
- Fixed the green ✓ checkmark character not appearing in the menus on Windows 10.
- Local co-op: Fixed player indicators not hiding during the You Have Died sequence.
- Local co-op: Fixed +Health floating texts only appearing on Player 1 instead of each corresponding player.
- Local co-op: Fixed the dev console not showing if nobody was using a keyboard.
- Local co-op: Fixed mid-game input device reassignments not persisting between deaths.
- Local co-op: Fixed red ranged-weapon indicators not hiding after a hero had fallen.
Source code conversion:
- Tallowmere's source code has finally been converted from UnityScript to C#. There should be no noticeable changes in-game.
- Outside the game, any `*.tallowmere` user data files are now considered legacy and will not be written to, though they will still be read and loaded as needed.
- New user data files now end with `*.csharp.tallowmere` and will be created and written to from here on.
- Again, you shouldn't notice any hiccups with this conversion -- this is just a heads-up!
Gameplay video:
https://www.youtube.com/watch?v=gUQrgI6F5dM
Minor updates:
3 September 2015 – Version 330.1
- Fixed an issue where Lady Tallowmere's flag could become undroppable.
- Updated the InControl controller plugin to v1.5.9.
- Added support for the Moga Pro Power controller on Android.
- Updated the InControl controller plugin to v1.5.11.
- Windows: Added option to disable XInput. You'll likely need to disable XInput when using Steam In-Home Streaming with a controller. Toggleable under Options > Input Options.
- Local co-op: Player 1 can now choose Keyboard & Mouse during initial setup.
- Local co-op: Further fixes to ensure mid-game input device reassignments persist between deaths.
- Tallowmere is now built with Unity 5.2.1p1.
- Enabled the monthly leaderboard for October 2015.
- Enabled the monthly leaderboard for November 2015. Good luck!
[ 2015-09-01 11:50:12 CET ] [ Original post ]
10 July 2015 – Version 326
- Feelers now have slightly less vision range, giving you more time to spot them before they spot you.
- Feelers now aim for the front of your torso rather than the middle, making it more possible to block their tongues if they're above or below you.
- Fixed an issue where feelers would sometimes about-face while their tongue was extended.
- Reduced the amount of weird stiff-tongue angle changes that would happen when a feeler would flinch with tongue extended.
- Removed the Apparition of Tallowmere from the Attack of the Zaeries room.
28 July 2015 – Version 326.2 (Android DLC)
- Updated the InControl controller plugin to v1.5.8.
- Added support for the Moga Hero Power controller on Android.
- Fixed an issue with the Red Samurai Wireless Controller profile.
31 July 2015 – Version 326.3 (Steam Desktop)
- Updated the InControl controller plugin to v1.5.8.
- Added support for the Level Up Black Hawk controller on Windows.
1 August 2015 – Version 326.4 (Steam Desktop)
- Enabled the monthly leaderboard for August 2015. Good luck!
[ 2015-07-10 00:17:41 CET ] [ Original post ]
2 July 2015 – Version 325.2
- Enabled monthly leaderboard for July 2015.
Feeler sanctions:
- Every room now has a limit of 1 Feeler maximum, with a 25% chance to increase its limit to 2 Feelers maximum, rolled on a per-room basis. (Note that the Double Trouble and Feeler Challenge rooms are excluded from these limits)
[ 2015-06-22 04:17:10 CET ] [ Original post ]
11 June 2015 – Version 324
Patch notes:
- Tallowmere is now built with Unity 5.1.
- Actions can now be unassigned from the Edit Controls menu.
- Ogres now only spot you if their currently-held bottle is visible on the screen.
- Pinwheels can now hit Feeler tongues that are latched to your shield, causing the tongue to retract.
- Slightly enlarged the Flamethrower's hitbox.
- The Double Trouble room now places pairs of enemies beside each other.
- Fixed an issue where Grenades would sometimes fall to the ground instead of getting thrown.
- Fixed Archers not firing after you used a waypoint.
- Fixed Feeler tongue moving abruptly if the Feeler was flinching while latched to you or your shield.
- Fixed items being removed from the Weapon Wheel if the wheel was closed during edit mode.
- Fixed the Device Type menu category being inaccessible.
- Fixed the High Scores list flashing out of place during the You Have Died sequence.
[ 2015-06-11 07:43:56 CET ] [ Original post ]
3 June 2015 – Version 322
New common enemy: Feeler
Lady Tallowmere has conjured a new foe for your pain and pleasure:
- The Feeler is a large flying insect; its tongue will try to snag you from across the room.
- Blocking the tongue will have it stick to your shield. Your movement speed will be slowed until you lower your shield, detaching the tongue.
- If you fail to block the tongue, the tongue will damage you and you'll get pulled to the Feeler's side.
- While being pulled, if the Feeler senses you attempting to attack or jump, the Feeler will respond by dealing extra damage.
Other notes:
- Reduced elite health by 10%.
- Added the Feeler Challenge.
- Added dev console command: "spawn feeler"
- Enabled Steam Leaderboard for June 2015.
- Fixed Mr Bigguns not appearing in the home room if any Challenge was active.
- Fixed Versionia the version-checker not appearing in the Android DLC.
- Decreased the amount of damage you take when trying to jump or attack while being pulled by a Feeler.
- Fixed being able to take damage during a cutscene.
[ 2015-06-03 01:22:22 CET ] [ Original post ]
24 May 2015 – Version 321
Introducing Challenge Modes
Samuel, Keeper of Challenges, has entered the dungeon's home, offering an initial 22 Challenges to alter Lady Tallowmere's dungeon for fun and trial.
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Each Challenge will have you attempt to get to Room 20 (or beyond) without dying. Samuel will keep track of how far you've managed for each Challenge, and keep a running tally of points for your total sum of highest rooms reached. Mr Bigguns gets to star in his very own Shield Challenge. Can you carry your furry friend to Room 20 with zero weapons and infinite keys? Meow!
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Each Challenge has its own Steam leaderboard, and there's also a leaderboard for your overall points, so you can see how well you fare against the rest of the world. Please note: participating in a Challenge will overwrite any current saved game, no achievements will be earned for the run, kittens will not be sacrificable, and scores will only be submitted to the Challenge-specific leaderboard. Trap Challenges (dungeon contains lots of traps): Enemy Challenges (dungeon contains only one main enemy type):
- Archer Challenge
- Conductor Challenge
- Fire Mage Challenge
- Flail Knight Challenge
- Leaper Challenge
- Ogre Challenge
- Zaerie Challenge
- Axe Challenge
- Emerald Dagger Challenge
- Flamethrower Challenge
- Grenade Challenge
- Ice Wand Challenge
- Katana Challenge
- Rocket Launcher Challenge
- Spiked Club Challenge
- 100-Health Challenge (no healing)
- Double-speed Challenge (2x speed)
- Elite Challenge (elites only)
- Mr Bigguns' Shield Challenge (zero weapons, infinite keys, and one feline ːmrbiggunsː)
- Stunnable Challenge (zero Anti-stun Potions)
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Other Patch Notes
- When a saved game is loaded, you'll now be positioned beside the elevator.
- If Tallowmere isn't connected to Steam (meaning no achievements nor leaderboards will work), a warning message now appears.
- Fixed file location for saving and loading being incorrect if Tallowmere wasn't connected to Steam.
- Fixed empty menu categories not displaying correct text.
[ 2015-05-24 07:13:41 CET ] [ Original post ]
18 May 2015 – Version 320
Patch notes:
- Tallowmere is now built with Unity 5.0.2.
- Updated the InControl controller plugin to v1.5.5.
- Added a "Saved Game: Loaded" message for when the game loads a save file.
- Added additional hints in the Capture the Flag room for how to unlock the door.
- Performance improvements.
[ 2015-05-17 13:06:53 CET ] [ Original post ]
Lady Tallowmere has ported her procedural death labyrinths into phone and tablet-sized mayhem for mobile devices, so you can tap through her dungeons on the go.
Gameplay video here.
For iPhone and iPad, you can purchase Tallowmere on the App Store
For Android devices, you can either:
- Get Tallowmere for Android as a free DLC if you own Tallowmere on Steam (manual Android APK installation required, details here), or
- Purchase Tallowmere on the Google Play Store
[ 2015-05-12 00:47:49 CET ] [ Original post ]
1 May 2015 – Version 319.1
- Enabled Monthly Leaderboard for May 2015.
- Dev console keybind can now be changed under Edit Controls when using a keyboard.
- Fixed an issue with text being out of place for a moment when the main menu was first opened.
23 April 2015 – Version 319
- Acid Traps no longer see through raised shields.
- Dropping the flag now has you equip what you were holding before you picked up the flag, rather than the first item in your inventory.
- Reduced the overall health of the hydra boss by 33%.
- The front-most hydra head now flinches every time it gets hit.
- Added options to invert D-Pad and Thumbstick horizontal and vertical axes.
- Added an animated loading indicator after the title screen (only shows if loading takes more than a couple of seconds).
- Added text wrapping in the menus; text should no longer overflow on smaller resolutions.
- Fixed your shield not lowering after picking up the flag.
- Fixed souls not changing their position when you transition to a different room.
- Fixed an issue with the GameCube controller profile.
- Hopefully fixed an issue with certain controllers where D-Pad buttons were being erroneously pressed too fast in the menus.
[ 2015-04-23 02:26:29 CET ] [ Original post ]
12 April 2015 – Version 318
Controller improvements:
- Tallowmere now has Full Controller Support.
- The pre-game launcher has been removed as it is no longer needed. (note for existing Mac users: you may need to tick the "Only show this window when..." option if the launcher still shows)
- Whether you're using Windows, Mac, or Linux, if you turn your controller(s) on and then launch Tallowmere, your controller(s) should work right off the bat — no more need to configure the pre-game launcher.
- Added controller rumble/vibration support for Windows users that have XInput-compatible controllers. On by default. Toggleable under Options > Input > Allow Controller Vibration.
- Added an on-screen keyboard during local co-op setup so you can enter your names without using the keyboard.
- Improved controller hot-plugging support for Windows.
- During local co-op, you can now reassign who's using which controller under Options > Input > Assign Controllers.
- Note: In singleplayer mode, if a controller doesn't seem to be working at first, ensure either Xbox or PlayStation Gamepad is selected under Options > Input > Device Type.
Other changes:
- The Options menus have been reorganised with Video, Audio, Input, and Game Options categories.
- Anti-aliasing has been set to 0x by default, but can now be changed under Options > Video.
- Acid traps now only trigger if they have clear line of sight to the hero.
- Added further enhancements to ensure enemies don't slip through the cracks.
- You can no longer get hurt when a room is phasing out.
13 April 2015 – Version 318.1
- Renamed "Automatic Controller Selection" to "Automatic Device Selection".
- In singleplayer mode, improved the way controllers are automatically detected and selected (or not) as the input device type to use.
- Manually selecting Keyboard & Mouse under Options > Input > Device Type now sets Automatic Device Selection to Off.
- Manually selecting either Xbox Gamepad or PlayStation Gamepad under Options > Input > Device Type now sets Automatic Device Selection to On.
14 April 2015 – Version 318.2
- Added support for a USB GameCube controller adapter for Windows.
[ 2015-04-12 05:25:25 CET ] [ Original post ]
7 April 2015 – Version 317
Changes:
- Fixed the Left Trigger, Right Trigger, and D-Pad Up/Down/Left/Right controller axes not being mappable in the Edit Controls menu in some cases.
- Keys/buttons assigned to the Previous Item and Next Item actions now move your menu selections up and down respectively.
[ 2015-04-07 07:03:55 CET ] [ Original post ]
6 April 2015 – Version 316
Changes:
- Fixed an issue with fast-moving things getting stuck between blocks.
- Added a "Local Keyboard Co-op" mode where only keyboard input can be used; useful for home-made arcade setups where joysticks and buttons use keyboard mappings instead of gamepad input.
[ 2015-04-06 05:42:55 CET ] [ Original post ]
3 April 2015 – Version 315
Changes:
- Added an option to make the Up/Down weapon-switch behaviour use your Weapon Wheel item order instead of the default main inventory item order. Available under Options > Up/Down Behaviour.
- Added an option to toggle the existing feature of automatically using controller input if a controller is detected. On by default. Toggleable under Options > Automatic Controller Selection.
- Fixed the Weapon Wheel not replacing a sold weapon that was slotted on the Wheel with the next best available weapon of the same type in your inventory.
- Slightly increased the coin pickup radius.
[ 2015-04-03 04:55:04 CET ] [ Original post ]
1 April 2015 – Version 314
Monthly Leaderboards have begun!
- The leaderboard for April 2015 is now live.
- Renamed the "Highest Room Cleared (with all kittens alive)" leaderboard to "Highest Room Cleared (with all kittens alive) - All Time".
- When your run comes to an end, your room score will be submitted to both the current monthly leaderboard and the All Time leaderboard.
Other changes:
- Tallowmere is now built with Unity 5.0.0, up from 4.6.3.
- Improved handling of submitting leaderboard scores.
- Gave the High Scores and Edit Controls interfaces a bit of paint.
- Fixed treasure chests never containing axes.
- Fixed an issue with the kidnapping scene.
[ 2015-03-31 22:59:07 CET ] [ Original post ]
26 March 2015 – Version 313
Changes:
- Added a "quick restart" option to the end of the You Have Died sequence; after the scoreboard is shown, you can now press your Interact key or button and have the game restart in Room 1, or you can press any other action to return home like normal.
- Changed the Weapon Wheel so that slot items now swap places if you assign an item to an already-occupied slot, rather than overwriting the slot. Slots are now only overwritten if your currently-equipped item is not on the wheel and all slots are full when you enter edit mode before selecting a slot.
[ 2015-03-26 07:57:42 CET ] [ Original post ]
🎮 Full Controller Support
- Tallowmere Depot LinUniversal [285.96 M]
- Tallowmere Depot Lin64 [126.36 M]
- Tallowmere - Android Version
Indulge Lady Tallowmere and see how far through her lovingly violent dungeons you can delve in this 2D indie action roguelike-inspired platformer. New rooms are procedurally generated every time you play, meaning you'll have to be on your guard for every randomly-placed enemy, elite, boss, and treasure chest you'll come across.
Each room gets progressively bigger, harder, and more rewarding the further you go.
The concept is simple yet hard to master:
- Raise your shield to block enemy attacks.
- Lower your shield and strike your foes when the timing is right.
- Jump or move to avoid traps, or use your shield to reduce damage taken.
- Find the key to advance to the next room.
- Collect weapons, outfits, headgear, and shields of various rarities to aid your journey.
- Turn in souls from slain enemies to increase your base stats and passive abilities.
- Stay alive as long as you can!
Brace yourself as you learn the quirks of each foe, trap, and room type so you can strive for that "one more run" high-score victory! Each dungeon is infinite in length so it's up to you to push your limits; local scoreboards and online leaderboards let you track your greatest efforts.
Available for Windows, Mac OS X, and Linux. Play with keyboard (and optionally mouse), or use your favourite gamepad/controller.
Tallowmere offers single-player and local co-op madness (up to 4 players) for fun frantic couch gaming.
Key Features:
✓ Action roguelite platformer with randomly-generated levels, each room bigger than the last
✓ Wreak havoc with trusty axes, hefty clubs, teleporting katanas, stealth-enabling emerald daggers, freezing ice wands, bouncing grenades, embroiling flamethrowers, and powerful rocket launchers
✓ Find and equip outfits, headgear, shields, and more
✓ Hunt for power with 7 tiers of item rarities ranging from Basic to Otherworldly
✓ Learn to conquer multiple enemy types with elite variations, including fire mages, archers, leapers, conductors, ogres, flail knights, feelers, bloats, and zaeries
✓ Satisfying combat with persistent bloodsplats and gibs
✓ Tactical shield blocking
✓ Infinite jumping
✓ Deadly traps and obstacles to try and avoid, such as spinning pinwheels, acid clouds, and extremely pointy spikes
✓ Coins, hearts, souls, and keys to collect from slain foes
✓ Hardcore permadeath to keep your adrenaline going
✓ Treasure chests to loot
✓ Potions to keep you alive
✓ Special room events and bosses to master
✓ Passive abilities for you to gain strength and then some
✓ Coin-loving merchants
✓ Difficulty settings to match your pain threshold
✓ Challenge modes
✓ Combat/event log
✓ Soft savegame system (so you can quit and resume later) and personal high-score system with cross-platform Steam Cloud support
✓ Global Steam leaderboards for speedruns and bragging rights
✓ Sacrificial kittens
✓ Dev console for cheats
✓ Runs on Windows, Mac, and Linux
✓ Play single-player or local couch co-op (up to 4 players with 4 controllers sharing the same screen)
✓ Keyboard and mouse support
✓ Gamepad/controller support
✓ Independent game developer
You're not afraid... or are you?
To those who will be lured into Lady Tallowmere's dungeons: good luck.
Bonus!
Buy Tallowmere on Steam and get the Android port as a free DLC.
Notes:
• "Local Co-op" means you can connect up to 4 controllers and play with your friends in the same room sharing the same screen. Network/LAN co-op is not available.
- OS: SteamOS. Ubuntu 16.04. or similar
- Processor: 2 GHz or faster; 64-bit CPUMemory: 2 GB RAM
- Memory: 2 GB RAM
- Graphics: Onboard or dedicated GPU; 256 MB RAM
- Storage: 130 MB available space
- OS: SteamOS. Ubuntu 18.04. or similar
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