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(No new floors, just some new art.)
This update introduces two significant changes to combat:
Over a year ago, I announced plans to rework major mechanics in the form of an opt-in beta. I provided details up front because I wanted to hear your opinions, and I'm grateful for everything you shared. However, over that year, the little development time I had spiralled from one experimental overhaul into another, and now a year has passed and the "big beta" still hasn't materialized--the beta build is currently a convoluted mess of insane changes.
I've always wanted Tomb's development to be responsive and this year has been anything but; you all deserve more than the handful of meager updates I've provided in this time--there hasn't even been a new floor since last Halloween!
Fortunately, while the big beta is far from releasable, there are a lot of elements that are completely ready to go--many of which I feel confident releasing outside of a controlled beta. So I've decided to spend the next few months porting those changes and some content from the beta copy into the standard release. My development time is still limited, so this may take a while, but at least you'll start seeing new stuff on a more regular basis, and I can continue to hear and iterate upon your thoughts.
The first change I've brought over is the hiding of the original dungeon Hoard, so that the left-hand Hoard is the only one you'll play with. The dual-Hoard setup was the result of a desire to provide a more practical left-hand Hoard without ditching the one at the bottom of the dungeon--which was a core part of the game's original premise. However, a lot of players make comments about how silly or confusing this looks, and they're absolutely right. I am sorry it took so long to see that.
Secondly, the Fence, Shop, and Guildhall have been collectively altered. These floors were unique in that they were the last example of floors altering what later floors provided; this one-off mechanic was being phased out, but these floors didn't get handled before beta development started. Now, the Fence will produce the existing Thief minion, the Goblin Sneak has been changed into a Goblin Swindler and placed in the Shop, and a new Goblin Ringleader has been added to the Guildhall. The net result of these changes is that all floors finally produce either a minion or a trap, and none of it is dependent upon other floors.
As for those minion changes, the Swindler has a unique "bargain" ability; when a Swindler is purchased or resurrected, another minion will be purchased or resurrected for free. The Ringleader has a new "delegate" ability, which directs a more powerful minion to attack in their stead; you may place the Ringleader on a floor with one of your most powerful minions to essentially give that minion an extra attack every round.
There's also a new Creepy Cabin floor that produces Psychopaths, some more shader revisions, a larger default window size, and some other assorted fixes and improvements. As always, let me know what you think!
Over a year ago, I announced plans to rework major mechanics in the form of an opt-in beta. I provided details up front because I wanted to hear your opinions, and I'm grateful for everything you shared. However, over that year, the little development time I had spiralled from one experimental overhaul into another, and now a year has passed and the "big beta" still hasn't materialized--the beta build is currently a convoluted mess of insane changes.
I've always wanted Tomb's development to be responsive and this year has been anything but; you all deserve more than the handful of meager updates I've provided in this time--there hasn't even been a new floor since last Halloween!
Fortunately, while the big beta is far from releasable, there are a lot of elements that are completely ready to go--many of which I feel confident releasing outside of a controlled beta. So I've decided to spend the next few months porting those changes and some content from the beta copy into the standard release. My development time is still limited, so this may take a while, but at least you'll start seeing new stuff on a more regular basis, and I can continue to hear and iterate upon your thoughts.
The first change I've brought over is the hiding of the original dungeon Hoard, so that the left-hand Hoard is the only one you'll play with. The dual-Hoard setup was the result of a desire to provide a more practical left-hand Hoard without ditching the one at the bottom of the dungeon--which was a core part of the game's original premise. However, a lot of players make comments about how silly or confusing this looks, and they're absolutely right. I am sorry it took so long to see that.
Secondly, the Fence, Shop, and Guildhall have been collectively altered. These floors were unique in that they were the last example of floors altering what later floors provided; this one-off mechanic was being phased out, but these floors didn't get handled before beta development started. Now, the Fence will produce the existing Thief minion, the Goblin Sneak has been changed into a Goblin Swindler and placed in the Shop, and a new Goblin Ringleader has been added to the Guildhall. The net result of these changes is that all floors finally produce either a minion or a trap, and none of it is dependent upon other floors.
As for those minion changes, the Swindler has a unique "bargain" ability; when a Swindler is purchased or resurrected, another minion will be purchased or resurrected for free. The Ringleader has a new "delegate" ability, which directs a more powerful minion to attack in their stead; you may place the Ringleader on a floor with one of your most powerful minions to essentially give that minion an extra attack every round.
There's also a new Creepy Cabin floor that produces Psychopaths, some more shader revisions, a larger default window size, and some other assorted fixes and improvements. As always, let me know what you think!
First off: this isn't the beta you're looking for. Many of you have been patiently awaiting the big beta overhaul, and while this is a beta release, it is just the standard build with a couple of potentially volatile items that I need tested.
This update contains changes to the launcher and primary fragment shader, which are two things that can cause a lot of unforseen headaches on different OS and hardware setups, necessitating a beta release before pushing these changes out to everyone. You can opt to receive beta releases at any time by looking for the betas tab of the game's properties in your Steam library.
So why am I pushing these volatile changes out now instead of holding them for the big beta? This shader change aims to address one of the more common complaints I've seen: why does the game have to look so retro? I get it, you like pixels, but these ones are too big, or the pixelated fonts can be hard on your eyes, or you're just not in the mood to have sharp, saturated blocks of color pumped into your retinas. I've done things in the past to assist with this: various filters and the "double-res" fonts, but nothing's done the trick!
So I'm introducing new "smooth" and "artsy" pixel filters (leftmost section of images is "hard" pixels). The "smooth" setting is replacing the default "soft" pixel setting (which was virtually indistinguishable from "hard" at most standard resolutions), while the old, rubbish "artsy" filter has been completely discarded in favor of a much smarter smoothing algorithm of my own design (I had a great vacation this year!).
The "smooth" filter intelligently rounds the corners of non-contiguous pixels to create a subtle softness without compromising sharp pixel edges. It even helps improve the double-res fonts:
The old "artsy" filter was a poor attempt to disguise the game's pixels, but it ended up a mess; the new version, on the other hand, is very playable. However, the double-res fonts are not usable with this filter (it makes them look worse, while the low-res fonts actually look quite smooth and legible).
Other changes: the double-resolution fonts are now the default, and the launcher no longer keeps a console window open while you're playing (an inadvertent side-effect to launcher fixes from last spring).
Changing the default shader and font set is a significant design change for me, as most of the game was developed to adhere very strictly to the grid (no rotating, scaling, or offsetting pixels), and compromises were available but never pushed in the past. Development on the beta has me re-evaluating a lot of priorities, though, and I need to offer the best default experience I can. Please let me know whether you feel this is a step in the right direction, and of course, please report any issues you have with this release so I can prepare the standard release quickly.
Thank again, everyone!
First off: this isn't the beta you're looking for. Many of you have been patiently awaiting the big beta overhaul, and while this is a beta release, it is just the standard build with a couple of potentially volatile items that I need tested.
This update contains changes to the launcher and primary fragment shader, which are two things that can cause a lot of unforseen headaches on different OS and hardware setups, necessitating a beta release before pushing these changes out to everyone. You can opt to receive beta releases at any time by looking for the betas tab of the game's properties in your Steam library.
So why am I pushing these volatile changes out now instead of holding them for the big beta? This shader change aims to address one of the more common complaints I've seen: why does the game have to look so retro? I get it, you like pixels, but these ones are too big, or the pixelated fonts can be hard on your eyes, or you're just not in the mood to have sharp, saturated blocks of color pumped into your retinas. I've done things in the past to assist with this: various filters and the "double-res" fonts, but it seems nothing has quite done the trick!
So I'm introducing new "smooth" and "artsy" pixel filters (leftmost section of images is "hard" pixels). The "smooth" setting is replacing the default "soft" pixel setting (which was virtually indistinguishable from "hard" at most standard resolutions), while the old, rubbish "artsy" filter has been completely discarded in favor of a much smarter smoothing algorithm of my own design (I had a great vacation this year!).
The "smooth" filter intelligently rounds the corners of non-contiguous pixels to create a subtle softness without compromising sharp pixel edges. It even helps improve the double-res fonts:
The old "artsy" filter was a poor attempt to disguise the game's pixels, but it ended up a mess; the new version, on the other hand, is very playable. However, the double-res fonts are not usable with this filter (it makes them look worse, while the low-res fonts actually look quite smooth and legible).
Other changes: the double-resolution fonts are now the default, and the launcher no longer keeps a console window open while you're playing (an inadvertent side-effect to launcher fixes from this past spring).
Changing the default shader and font set is a significant design change for me, as most of the game was developed to adhere very strictly to the grid (no rotating, scaling, or offsetting pixels), and compromises were available but never pushed in the past. Development on the beta has me re-evaluating a lot of priorities, though, and I need to offer the best default experience I can. Please let me know whether you feel this is a step in the right direction, and of course, please report any issues you have with this release so I can prepare the standard release quickly.
Thank again, everyone!
I am sorry to say that I still do not have a beta release date in sight, but I feel I owe you all some insight into the changes you can expect when it arrives. First off, for those who are unaware, my last few months have been spent working on some massive changes to the game's mechanics which I will eventually release in a beta form, for additional workshopping. Progress has been slow on account of this now being a part-time gig for me along with having had a new child recently, but I am trying to make more time available. My relative silence is mostly due to difficulty justifying talking over working, but I really do want to keep you all in the loop, so it's about time I share some more. My general goals for this beta period are to:
I am sorry to say that I still do not have a beta release date in sight, but I feel I owe you all some insight into the changes you can expect when it arrives. First off, for those who are unaware, my last few months have been spent working on some massive changes to the game's mechanics which I will eventually release in a beta form, for additional workshopping. Progress has been slow on account of this now being a part-time gig for me along with having had a new child recently, but I am trying to make more time available. My relative silence is mostly due to difficulty justifying talking over working, but I really do want to keep you all in the loop, so it's about time I share some more. My general goals for this beta period are to:
It has been another busy couple of months--just not for Tomb of Tyrants, I'm afraid. But with my newborn finally settling into a sleep pattern and a major release wrapping up at work, I found a bit more time for Tomb than usual this week; hopefully that is a sign of things to come. The beta still isn't ready, but a few important fixes have accumulated which needed to be added to the standard release. I would love to offer an updated estimate for the beta, but I've already put my foot in my mouth a few times there. However, it isn't fair of me to continue to leave everyone hanging for weeks or even months without an update, so, from now on, I will try to make an announcement at least once every couple weeks, even if I don't have any releases going out, just to keep everyone apprised. I'll try to focus on specific topics and request your input. Of course, you can already read some of the details and offer your thoughts here. Thank you for your patience, and for your continued suggestions and assistance in identifying and implementing the fixes below! ːtotcordialː
It has been another busy couple of months--just not for Tomb of Tyrants, I'm afraid. But with my newborn finally settling into a sleep pattern and a major release wrapping up at work, I found a bit more time for Tomb than usual this week; hopefully that is a sign of things to come. The beta still isn't ready, but a few important fixes have accumulated which needed to be added to the standard release. I would love to offer an updated estimate for the beta, but I've already put my foot in my mouth a few times there. However, it isn't fair of me to continue to leave everyone hanging for weeks or even months without an update, so, from now on, I will try to make an announcement at least once every couple weeks, even if I don't have any releases going out, just to keep everyone apprised. I'll try to focus on specific topics and request your input. Of course, you can already read some of the details and offer your thoughts here. Thank you for your patience, and for your continued suggestions and assistance in identifying and implementing the fixes below! :totcordial:
I'm afraid all I got you was some fixes and minor gameplay changes, but that's because I'm still busy working on the next big beta release. In fact, some of those changes are the reason I needed to make this standard release. First, there was a complete rewrite of the character animation system to allow for some advanced character types in the future--I'll need your help to spot any glitches here--, then there was some precautionary code for loading saves that are newer than the release--for those who opt back out of the beta. I also temporarily removed anchor stones (and dirt). If these tiles were in your Hoard when you last played, they will still be there, but no new anchors will appear. These (and other tile-based) mechanics are being reserved for later use in situations where they can be given adequate introduction and visibility. It has been a busy few months preparing for the beta (I also had a baby!), but it is still on the way. In the initial release, you can expect a complete item overhaul (no more inventory), removal of the Hoard view beneath the Sanctum, and some significant combat streamlining (simpler attack readouts and more special abilities). I am looking forward to trying these (and more!) out and seeing what you all think. Thank you, again, for all of your patience and support ːtotcordialː!
I'm afraid all I got you was some fixes and minor gameplay changes, but that's because I'm still busy working on the next big beta release. In fact, some of those changes are the reason I needed to make this standard release. First, there was a complete rewrite of the character animation system to allow for some advanced character types in the future--I'll need your help to spot any glitches here--, then there was some precautionary code for loading saves that are newer than the release--for those who opt back out of the beta. I also temporarily removed anchor stones (and dirt). If these tiles were in your Hoard when you last played, they will still be there, but no new anchors will appear. These (and other tile-based) mechanics are being reserved for later use in situations where they can be given adequate introduction and visibility. It has been a busy few months preparing for the beta (I also had a baby!), but it is still on the way. In the initial release, you can expect a complete item overhaul (no more inventory), removal of the Hoard view beneath the Sanctum, and some significant combat streamlining (simpler attack readouts and more special abilities). I am looking forward to trying these (and more!) out and seeing what you all think. Thank you, again, for all of your patience and support :totcordial:!
Happy Halloween! I'm celebrating with a classic Halloween monster that I'm sure some of you were missing: the vampire!
This is a high-level undead unit that deals corruption damage; his health, defense, and damage are somewhat low compared to some top-tier minions, but he comes with rapid healing and a leech ability that gives additional health when successfully harming others.
The new Bedchamber prophecy also comes with a new banner, the Midnight Masquerade. This banner increases Corrupted unit defense by 1, and--in the spirit of Halloween, and in the vein of past holiday hat updates--gives suitable characters a random "costume" hat.
Finally, there is a new Sleepless Cemetery floor, which is the new home of the Ghoul, which has been divorced from the Wight and Barrows. If you previously had the Barrows unlocked, the new prophecy will also be unlocked.
The patch notes are a little slim this time around; due to the upcoming beta period, the game is now in a branched state, where new fixes (and in this case, content) are added to two separate versions of the game. As a result, I think there may actually be more fixes and other minor changes in this patch than are listed below. I am sorry for any inconvenience or confusion.
Happy Halloween! I'm celebrating with a classic Halloween monster that I'm sure some of you were missing: the vampire!
This is a high-level undead unit that deals corruption damage; his health, defense, and damage are somewhat low compared to some top-tier minions, but he comes with rapid healing and a leech ability that gives additional health when successfully harming others.
The new Bedchamber prophecy also comes with a new banner, the Midnight Masquerade. This banner increases Corrupted unit defense by 1, and--in the spirit of Halloween, and in the vein of past holiday hat updates--gives suitable characters a random "costume" hat.
Finally, there is a new Sleepless Cemetery floor, which is the new home of the Ghoul, which has been divorced from the Wight and Barrows. If you previously had the Barrows unlocked, the new prophecy will also be unlocked.
The patch notes are a little slim this time around; due to the upcoming beta period, the game is now in a branched state, where new fixes (and in this case, content) are added to two separate versions of the game. As a result, I think there may actually be more fixes and other minor changes in this patch than are listed below. I am sorry for any inconvenience or confusion.
As with the last, this update makes a small change to the build tree to increase consistency by moving the Tartarean Taskmasters from sharing the Overlook to their own floor: the Pitiless Pits. This floor is similarly positioned in the tree (Lode + Portal), and some prophecies that previously relied upon the Overlook (the Pitchfork, for instance) now require the Pits instead. If you previously had the Overlook unlocked, the Pits should automatically unlock to avoid conflicts.
I have also removed all floor restrictions from non-starters. This means that the only floor "decisions" that you have to make are the five starter floors that you select. There were only a few other floors that had these restrictions, and they could feel like they were blocking off content, especially if they were fortified and routinely carried over to the next round.
There are some new audio cues for minion death, several fixes for reported bugs, and some small usability improvements. Thank you for all of your reports and suggestions over the last couple of weeks, as well as your patience with some of these fixes. Please keep them coming! :totfedora:
As with the last, this update makes a small change to the build tree to increase consistency by moving the Tartarean Taskmasters from sharing the Overlook to their own floor: the Pitiless Pits. This floor is similarly positioned in the tree (Lode + Portal), and some prophecies that previously relied upon the Overlook (the Pitchfork, for instance) now require the Pits instead. If you previously had the Overlook unlocked, the Pits should automatically unlock to avoid conflicts.
I have also removed all floor restrictions from non-starters. This means that the only floor "decisions" that you have to make are the five starter floors that you select. There were only a few other floors that had these restrictions, and they could feel like they were blocking off content, especially if they were fortified and routinely carried over to the next round.
There are some new audio cues for minion death, several fixes for reported bugs, and some small usability improvements. Thank you for all of your reports and suggestions over the last couple of weeks, as well as your patience with some of these fixes. Please keep them coming! ːtotfedoraː
I am doing some floor restructuring in this update; I want to move toward all floors offering a single, unique type of minion or trap. There are only a few floors that break this rule, but changing them will also affect other floor requirements. So here's what's changed so far:
I am doing some floor restructuring in this update; I want to move toward all floors offering a single, unique type of minion or trap. There are only a few floors that break this rule, but changing them will also affect other floor requirements. So here's what's changed so far:
I have been doing a lot of traveling this month--and that will continue for the next couple of weeks--, but I still read all of your suggestions and bug reports, and this update represents an accumulation of responses. Now that the mechanics have settled in the wake of the last beta period, I am working to improve clarity across the board: new tutorial entries and help topics, better tooltips, and more intuitive controls. There is a small start here, and certainly more to come, but this is an area where player input is especially critical, so I would love to hear your thoughts! There is a conspicuous lack of content in this update, and there are a couple of reasons for that: one is that I have begun working on assets for the next beta period (which will be content heavy), and the other is that I am planning to restructure some of the existing prophecies, so I am withholding a couple of things in case I need to offset a prophecy removal or two with new stuff. I wish this were a more interesting update, but I'll try to get you all some new toys soon. Thank you for your reports, suggestions, and especially your patience this time around. I finally licked an issue with the launcher on systems with pre-existing, strictly conflicting Java installations, and while it may not have affected many people, it felt like a huge weight off my shoulders, and I'm very thankful to those players who helped test a number of experimental builds in my search to resolve this longstanding problem. Thanks everyone! ːtotfedoraː
I have been doing a lot of traveling this month--and that will continue for the next couple of weeks--, but I still read all of your suggestions and bug reports, and this update represents an accumulation of responses. Now that the mechanics have settled in the wake of the last beta period, I am working to improve clarity across the board: new tutorial entries and help topics, better tooltips, and more intuitive controls. There is a small start here, and certainly more to come, but this is an area where player input is especially critical, so I would love to hear your thoughts! There is a conspicuous lack of content in this update, and there are a couple of reasons for that: one is that I have begun working on assets for the next beta period (which will be content heavy), and the other is that I am planning to restructure some of the existing prophecies, so I am withholding a couple of things in case I need to offset a prophecy removal or two with new stuff. I wish this were a more interesting update, but I'll try to get you all some new toys soon. Thank you for your reports, suggestions, and especially your patience this time around. I finally licked an issue with the launcher on systems with pre-existing, strictly conflicting Java installations, and while it may not have affected many people, it felt like a huge weight off my shoulders, and I'm very thankful to those players who helped test a number of experimental builds in my search to resolve this longstanding problem. Thanks everyone! :totfedora:
I have barely kept up with your requests and reports over the last few weeks. It's been three and a half weeks since the last "real" update, but there have actually been several quiet updates since then (we were up to 2016.06.04i!), due to reported issues that were deemed too important to ignore. As a result, many of the things on the changelog below were introduced in the interim builds, but are listed here for completeness.
The new content this time around is a pack of dangerous heroines: Elf Sohei, Dwarf Blademaster, and a Demon Hunter (she is actually a demon, so she does benefit from demonic effects, like the Pitchfork). These are all relatively tough opponents, and they come with a banner that boosts the damage of all female characters. This is a bit of a gamble; if you use a lot of female characters (dark elves, brood sisters, witches, harpies, succubi, gorgons, or nighblades), it should be pretty powerful, because the boost affects all damage and not just one type or another.
While there are a lot of fixes included below, many of these come with changes that could potentially cause new issues (there's a new version of Steamworks, a new 64-bit build, and several underlying overhauls to different bits of game logic); please let me know if you experience anything out of the ordinary, so I can get things cleaned up quickly! I continue to rely upon and appreciate all of your reports and suggestions; I cannot thank you enough for your support! ːtotcordialː
Courtesy of your reports and requests this week, 2016.06.04 is an accumulation of fixes and minor features alongside a new hero pack: Forest Forces, featuring a Centaur Skirmisher, Forest Spirit, and Unicorn. And a banner that removes corruption immunity from characters like the Paladin and Unicorn.
Thank you again for your continued support; the notes don't cover quite all of the stuff I've deployed over the last few days, but some items are very minor (like additional Codex entries or adjustments to certain character abilities). Please, keep the feedback coming! ːtotcordialː
Tonight, more fixes and balancing (especially for larger dungeons). A lot changed during the beta period, and I am grateful for your feedback regarding the game's balance. I have heard a few say that the early game is too rough, so I will be looking at that for the next update, but this update is more for those who say the late game is too easy.
Hero checkpoints now fortify by number of floors built rather than number of floors fortified; the previous checkpoint now fortifies when a new one appears. This way, you can't avoid fortifying floors in order to prevent heroes from adding portals; this also means dungeons brought over from a previous game will begin with hero portals throughout--should be more interesting this way, but let me know what you think! Drop rates have been tweaked a bit, the XP ramp has been bumped up, and hero spawn rates have increased slightly for later waves.
In combat, minions are now always on the left and heroes are always on the right. This should help with some confusion identifying sides in the heat of battle.
There are Liches in the air! The Macabre Mausoleum hosts a suitably powerful undead/eldritch enemy with high ward defense and a big arcane damage buff--they also raise Skeleton Acolytes, the same way Necromancers raise Skeleton Warriors. The Acolytes deal arcane damage and heal undead, so this is some great stuff for undead or magic-focused dungeons.
Keep the feedback coming, and let me know what you really think! I appreciate it ːtotbaconː.
Thanks for all of your excellent feedback and bug reports this weekend, following the beta merge; the update notes below cover version 2016.05.30, as well as some of the minor interim releases I've made over the last couple of days. Lots of bug fixes and adjustments, as expected--keep the reports coming!
There's a little new content, a sort of pseudo-Memorial Day, but in name more than theme. The Moldering Memorial is a floor dedicated to the memory of past Tyrants, and it produces a single Phantom Tyrant. This unit is innately pretty weak, like your Tyrant, but it has a few interesting properties:
First, it has the Undead and Spirit traits (and Construct, if you're flying the Jolly Wrencher), so it can benefit from many effects that your Tyrant wouldn't.
Second, if you using Steam, it will pull the level of your past Tyrant and spawn at that strength--and at the strength of any Tyrants on your friends list. That is, if I ended my last run with a level 8 Tyrant, my friends can receive "Jake Huhman the Tyrant," a level 8 Phantom Tyrant. I have some other weird friends list cross-over mechanics planned out; this update is testing those waters a bit.
Third, it can merge with the Tyrant to produce a Tyrant...or rather, your Tyrant can absorb it to gain its experience. You can then order up a new Phantom and continue to harvest the XP of your friends' former Tyrants.
You may have noticed that the Tyrant can level up more easily with the beta changes, by matching loot, and leveled Tyrants can take a bit more punishment; the Phantom Tyrant offers an easier way to level up your Tyrant, if that survivability is important to you.
The new floor requires an item: the Tyrannical Tiara. This item increases the Tyrant's defense (and also the defense of the Phantom Tyrant) by one point per level (up to a bonus of +5).
Thank you again for all of your support; I am loving the feedback on all of the big beta changes, and I want to hear more so I can continue to make improvements. ːtotfedoraː
After five months of a split release favoring an opt-in beta branch, I am finally merging the releases, confirming all of the huge beta changes and additions that many of you have helped test and shape over those months. I am so thankful for all of your insight and reports that aided me in directing development over this time, and I look forward to working with all of you on similar major additions in the future. But first, I want to spend the next few weeks focusing on polish and bug fixes, to ensure that the standard release has regained the stability that allowed the previous major release to stand alone for so many months. There will be other minor additions and content, too, but no huge new features for a little while. I do still have more of that planned, though =). If you haven't been following along with the beta releases, there may be some shock when you load up this build, but almost everything about the beta changes was designed to improve the user experience, so don't be intimidated if things look a little different. To make things easier, the changelog below is a bit more on the abridged side than usual--just brass tacks. New to this release versus the previous beta release (a week ago) is an enforced camera fixation on the Sanctum when your Tyrant is in danger (and a slight slow-motion effect), and a brief "epilogue" following your Tyrant's demise (there will probably be some more expansion upon this in the future). I anticipate several minor follow-up releases over the next couple of days, to address any major bug reports; please report anything out of place--either on the forum, or to me directly (you are all cordially invited to send me a friend request at any time!)! Thank you again for all of the support over the beta months; I hope you all enjoy the end result as much as I do! ːtotcordialː
Tonight's update adds two of the most requested features to the beta release (you can opt in from the Betas tab in the game's Properties in your Steam Library), but *there are some caveats and areas where I'll need your help! I'm afraid I only have access to two controllers and one OS in my workspace,so the only controllers that are definitely supported are XBox 360 and XBox One controllers, and they *may* only work on Windows. That should cover a bunch of you, but it's still awfully restrictive; fortunately, if you have access to some other controllers or OSes, you can help me add support for your controller/OS combo by using a simple controller debugging option I've included: see this thread for details! The game is almost completely playable with a controller, minus a few advanced UI elements (floor movement, option menu sliders, and most noticeably codex navigation--it can be opened and closed, but there is no mechanism for browsing). I think there is definitely room for improvement; I am still working on adding appropriate tooltips for all elements and giving the navigation a bit more clarity, but this is something I can continue to work on while gathering feedback and building controller profiles. Please let me know your thoughts on anything and everything controller-related =). Steam Cloud deployment is directly tied to the little icon that tells people that the game has Steam Cloud support, but because this is a beta release and not a standard release going out to everyone, I cannot tick the box to turn this completely on. There is, however, a secret checkbox that allows cloud saving to work for intrepid individuals without making it immediately available to everyone; if you are interested in helping me test cloud support, shoot me a friend request, and I can help you enable it on your end. Here, too, testing across non-Windows OSes would be greatly appreciated! Controller support represents the last of my major objectives for this wave of beta changes. I plan to spend the next week polishing, fixing bugs, updating in-game help, adjusting some achievements, and making some other minor additions. If all goes well, I hope to push the beta changes out to the standard release by early next week. Thanks again for all of your excellent suggestions and bug reports; everything's coming together thanks to you! ːtotcordialː
I have several more fixes for the beta combat changes today. Most significantly, the weekend update introduced some buff/debuff calculation issues which should now be resolved. There was also an issue with poison potency.
I have reintroduced the Necromancer's raise dead ability as the first in a series of special properties that I'll be adding to various characters. These abilities always apply to the combatant, regardless of slot, so the Necromancer doesn't need to be playing a support role to raise a Skeleton Warrior.
Speaking of which, the Skeleton Warrior is now exclusively acquired by the Necromancer. The Bonehoard now only produces the Skeleton Archer, and it also requires the Camp. This is a significant change to the build tree, but the impact is lessened by the Barrows being altered to require the Catacombs and not the Bonehoard (so anything that requires the Barrows won't be affected by the Bonehoard change). The new Festering Feast floor will replace the Bonehoard as a Catacombs + Lair combo.
Thanks again for all of your help and ideas this week! ːtotcordialː
Thanks for all of your feedback on the big combat overhaul. The most critical feedback I received revolved around heroes not stopping to fight when players expected them to; the problem is that not all characters fit into every one of the new melee/ranged/support slots, and if there wasn't a suitable opening in the battle, they would just walk on by. This could seem awfully random, and improving clarity was one of the goals of the combat change, so:
This update goes back to numbering each slot rather than dedicating each to melee, ranged, or support. Every character now has three abilities corresponding to each of these three slots, and sometimes this means that a character has two or three melee or ranged abilities. This way, characters should always join a battle that has an opening, because they can fit into any slot. As always, let me know what you think =).
Other stuff: I finally nerfed a few items that were very overpowered (a level 5 Holy Helm could render most low-level holy heroes completely impotent), I've made some improvements to character button organization, healing abilities take a passive approach by improving the natural healing that each character does after being targeted, and there's a new floor with some Dride--uh, totally non-infringing spider/dark elf hybrids.
Thanks again for your help and patience as we work through this prolonged beta period. With your assistance, I hope to close out the beta soon ːtotcordialː!
There's still some glitchy weirdness going on with some of the big combat changes, but overall, players seem to be responding pretty positively to the new approach. Some further improvements are brewing over in the super beta feedback thread, and I really appreciate all of your input!
There are a bunch of random fixes and improvements here--most in response to your suggestions--, as well as a new floor that produces ogres. Although I have added a prophecy for the Hulking Hill, I have actually removed the prophecy for the Curative Cordial, and the next few content packs will similarly replace the prophecies for Adamantiserum, Quicksilver Quaff, and Magi-jack, so that these four items can be available to all players from the start. I believe many of the early item unlocks have long been a bit rough for beginners, and these four seem like the essentials.
Thank you for all of your great feedback and support over the last couple of days; I expect there will be several more updates this month as I thoroughly iron out the new combat, so be sure to let me know what you think! ːtotfedoraː
This is the longest I've gone between updates, but it's not for lack of activity; I have been working hard on some experimental changes to the game's combat system, and I think I'm finally ready for your feedback. Combat flows a bit differently now. There are three slots on each side of the battle: a melee slot, a ranged slot, and a support slot. The slot that a character is placed in determines the ability they will use (some characters only have a melee or ranged ability, and some fit into multiple slots), and they will only use that slot's ability during that battle--no more order shuffling. The current target will cycle between slots instead of always hitting the character in front. Here are some of the anticipated advantages:
This update focuses on some preparatory changes for a future combat overhaul and other upcoming content. Most significantly, I have reorganized all of the game's character assets in order to better accommodate large, non-humanoid characters and optimize some of the game's texture usage.
There is a new thing called "firm defense," which are points of defense (armor, agility, or ward) that never fatigue. Some of the tougher characters have been given a natural point of this, but mostly firm defenses will develop as a character levels up.
There are a lot of other changes here based on your feedback and requests; thank you so much for continuing to make reports and suggestions! Remember that this beta update is optional, and you can opt in from the game's Properties in your Steam library.
Oh, and we have a T-Rex! Last weekend was my son's first birthday, and we had a nice dinosaur-themed party, so this felt appropriate =). It can look a little funky in the elevators and the fourth combat slot, because it's quite large, but I'll be addressing this soon. It can also be merged with Gremlin Welders for something extra nifty...
The super beta continues with some more changes and another classic villain for your dungeon: the Succubus! She is the first minion to deal corruption damage, and she also heals corrupted allies.
Alongside this are some changes to corruption to help balance it out a bit more. Most importantly, you are now limited to only 5 corrupted minions at a time (this number may increase with certain items or floors in the future, but it is static for now).
Fear no longer accumulates alongside health, but instead depletes health like regular damage--and can be blocked by defenses. However, when a character is "killed" by fear damage, the character retreats as before, and all nearby allies take an automatic point of fear damage (which can snowball, if that point finishes off additional opponents, and so forth). This should make it easier to understand, but it is still more powerful than most standard damages. Characters that dealt fear before have been adjusted, and the Cthulhu banner now increases all fear damage by one point.
I've made some updates to the game's launcher; these should be invisible to most users, but I cannot test enough platforms and configurations myself, so please let me know if you experience any issues! Remember that you can opt in to these beta updates from the game's properties in your Steam library (you won't lose any progress by participating); there are some big combat changes coming, and I'd love to have your input!
Thanks again for all of your suggestions and bug reports! ːtotcordialː
Due to the prolonged (and continuing) beta period, it's been a while since the last floor update. So here are some harpies; a Hut + Lair combo that should pair well with the Beastmaster.
This is still a beta release; anyone can opt in to the beta from the game's properties in the Steam library. It's pretty stable, with a lot of interesting changes. You shouldn't lose any progress for participating--nor when the beta period comes to a close--, so it's pretty risk free, as well. I greatly appreciate the feedback I receive on these changes.
And there are a few more additions in this update. I am slowly introducing some new Hoard elements, and there are two in this update: dirt blocks and anchor stones. Dirt blocks are a minor nuisance that randomly appear in the Hoard as you dig; they disappear when they drop any distance, but they help convey that there are tiles that behave differently from the typical resources and items.
Anchor stones are a bit trickier; they lock their row/column, preventing slides that would otherwise move them. They can be matched with any color, but do not count as a tile toward a match (you must match four other adjacent tiles--they can be used to link two regions, though). However, they do bump up your multiplier a bit when removed.
My eventual goal is to use these and other new elements in plot goals to increase the challenge as you progress. They'll become less prominent outside of plots (and nonexistent in Casual Mode). The details of their appearance and role is up for debate, though, and I'd love to hear your thoughts! ːtotfedoraː
Due to the beta's more coherent and condensed UI and controls, I am knee-deep in controller support implementation, so this update is mostly minor additions, changes, and fixes to keep the beta going until the next big component is ready.
The most significant addition here is that fortified checkpoints gain portals that allow new heroes to spawn within your dungeon (these spawns come from the same wave pool as those on the surface).
Thank you for your continued feedback on the beta; I am seeing a few comments that run contrary to my expectations, and that's a big part of why I beta these major changes first. I'll see what I can do to keep the game feeling fresh and fun for as many of you as possible!
Remember, if you are interested in trying out the beta, you can opt-in from the game's properties menu in your Steam library. Thanks again ːtotcordialː!
Tomb of Tyrants turned one year old on Steam today! It's been a great year with a lot of big changes and additions; remember when you all wanted that pause feature? Or when I finally added full session saving because the games were getting too long? How about the addition of the Dedicated Hoard View, or when I completely changed the matching mechanics to something far more unique and engaging? Or when we hit the double content milestone?
I have a lot of great memories from this year, and I have to thank you all for pushing me to improve and advance the game in ways I never would have considered otherwise! I still have a lot of plans, as you can tell by the ongoing beta, and I hope you'll join me in crafting even more fun and entertaining experiences this year!
The big addition for this update is item leveling; gathering a duplicate item will now increase the level of that item in your inventory, increasing its effectiveness or decreasing its cooldown time. I'm sure this will require additional balancing, but it will also help some of the existing items to shine a bit more.
This is still a beta release. I had been planning to wrap up the feature set and push it out to everyone for the anniversary, but there are so many large changes--with more on the way--, that I've decided it would be best to hold off and await additional testing and features; I think the end result will be worth it =). If you'd like to try out the changes, you can opt in to the beta from the game's properties in your Steam library.
Thanks again, everyone! Today's sale (which lasts for the next week) actually saw the game's single-day sales record, which just feels perfect ːtotcordialː. Here's to another great year, whether you spend it with Tomb of Tyrants or other games you love ːtotfedoraː.
Tomb of Tyrants's first anniversary is right around the corner (the 13th), and I've been preparing some massive changes to trim the stuff that doesn't gel so well and refine the things that do. As a result, this release is a "super beta"; I have not had adequate time to test many things myself, and I desperately need your bug reports and feedback on the changes and balance of this build. If you are interested in trying it out, you can opt in by visiting the "betas" tab under the game's properties in your Steam Library.
Please share your experiences and opinions in the comments below, in the community discussion boards, or with me directly! This is a pivotal update to core mechanics based on your feedback, and only you can help me push the game farther in the right direction.
I expect I'll be doing several small updates over the next couple of days (I'll post comments below when I do), to make additional improvements. There are definitely bugs, and there are many necessary updates to tutorial entries, general help, and even achievements. Impossibly, I want to wrap up this beta by the 13th (the game's anniversary), so I can focus on the next batch of major changes: new Hoard elements!
Also, now that all characters receive names, I need to dump more names and titles into the system, so feel free to share some ideas below =).
Thank you again for all of your support and suggestions; I think the best is yet to come, thanks to all of you ːtotcordialː!
Happy preferred holiday season or whatever you're currently experiencing! I am still working on major changes for a near-future beta release, but I wanted to share some of my Christmas cheer with everyone, so here's a dose of holiday content!
Here's what's new:
[Uploaded 2015.12.07c to address a handful of minor issues and make some adjustments to character stats.]
This update addresses a number of outstanding bugs, makes some minor changes and additions, like true passive abilities (rather than "faking it" with third- and fourth-slot abilities), and includes a couple of new floors to keep things interesting: the Hostile Harbor (pirates!) and the Shivering Shipwreck (g-g-g-ghost pirates!).
Thank you for all of your reports and screenshots over the last couple weeks; some of the bugs crushed here include saving issues for large dungeons, broken elevator AI, dying legacy champions, graphical glitches, and more--thanks to your assistance!
I am planning to enter another beta phase with several major and experimental changes over the next couple of weeks, so this may be the last standard update for a little while. I would love to hear your opinions on the beta changes when they are ready, though ːtotcordialː!
Here's an oft-requested high-level, brute-force minion: the minotaur! The Laborious Labyrinth requires the Promenade, Workshop, and Lair (you must also have previously unlocked the Wildwood in order to see this prophecy--no hidden item requirements this time, though). The prophecy also unlocks a "Bull's Eye" banner that temporarily buffs ALL melee damage (including that of heroes) when you match flesh tiles.
There are also a number of fixes (some of which were quietly deployed yesterday in a minor update) and small changes. Thanks for your reports and suggestions ːtotcordialː!
I'm pushing the new atuo-saving out to everyone! The game now saves when you close the game, as well as at the start of each wave (just in case). There may still be some room for improvement or some kinks to smooth out (and please let me know if you encounter anything horrible!), but this feature has been requested for ages, and I'm glad I was finally able to provide it =).
Now that saving renders longer sessions more tenable, I am planning several changes and additions that will steer toward greater player investment in each game, and hopefully lead to more memorable reigns.
I noticed that with this update's new floor (the Hexed Hut, a goblin witch alternative to the kobold shaman's Hazy Hovel), there are now 70 floors in the Codex, doubling the launch version's 35. This was the last content category to double in quantity, as there are now 99 vs 42 characters, 31 vs 12 items, 10 vs 4 traps, and, uh, 22 vs 0 banners. We're getting very close to the 100 prophecy mark, as well. Thank you for keeping the game alive, everyone ːtotbaconː!
I've made numerous saving-related fixes and improvements this week, and I'm feeling pretty good about it now; barring any disastrous bug reports in the next 24 hours, I'll probably push saving out to all players sometime this weekend. Thank you ːtotcordialː!
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