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!
Changelog (Including Some But Not All Interim Changes)
Additions:
- Fortified hero checkpoints gain portals that allow heroes to spawn within your dungeon
- Tooltips added to built floors, including a breakdown of minion and hero counts, as well as assigned defenders
- Streamers banner now also causes characters to burst into a shower of confetti when slain
- Cap on number of heroes waiting on the surface
- Destruction camera was adjusted significantly
- Improvements to tooltip icon handling and versatility
- DHV is now centered vertically
- Lots of minor message log adjustments
- Item level icons changed to yellow, to better indicate that the level cap is 5 and not 10
- Many trap cooldowns have been slightly lengthened
- Sanctum always appears fortified
- Respawns count toward recruitment prophecies
- Some prophecy and plot goals have been slightly reduced
- Character buttons are now sorted by minion archetype name, then level
- Resurrection costs now increase slightly with minion level
- Bone matches now resurrect minions who are closest to death first
- Hovering over a floor will highlight character buttons for minions on that floor--and a lighter highlight for those who are assigned to it
- Corrupted heroes can no longer be resurrected
- Floor shuffling arrows no longer render during destruction
- Lots of item leveling stuff
- Slain minions could appear "shivering" on their respawn buttons
- After loading a session, assigned minions sometimes wouldn't relieve one another properly
- Double-res fonts now play nicely with hard and artsy pixel options
- Mounted minions could be re-created many times over
- HUD particles now continue to animate while the action is paused
- Minions were always going first in combat--should be random which side goes first, unless the Tyrant is involved
- Surviving minions will remain on fortified floors during destruction, instead of being re-located to the Sanctum
- Low-level minions could still survive destruction
[ 2016-01-23 06:00:35 CET ] [ Original post ]
🎮 Full Controller Support
- ToT Linux Content [103.39 M]
- ToT Linux64 Content [100.92 M]
The Hook:
Claim and defend the titular Tomb against waves of greedy adventurers by matching tiles to construct and fill your deadly dungeon with traps, minions, and more! In an unorthodox blend of Tetris and Dungeon Keeper, clearing tiles rewards you with resources and space for vertical expansion, putting distance and dangers between invading hero-types and your squishy Tyrant.The Rundown:
- A unique blend of tower-defense strategy, simulation, RPG, and puzzling!
- Slick, simple, and frenetic matching mechanics, where reflexes and planning are both rewarded!
- Lovingly pixeled characters, settings, and items!
- Single-sitting sessions with long-term unlocks, gradually taking your game from newbie-friendly to deep and cerebral!
- Tons of diverse floors, items, minions, heroes, and more, to discover and exploit--And more to come!
- Tactically emergent gameplay, spawning new strategies and builds as your game evolves!
- Frequent updates and direct responses to player feedback!
The Future:
Tomb of Tyrants is a mechanically refined and creatively flexible title with a lot of room for expansion. It may no longer be an Early Access title, but it remains in a very active development cycle, which has drastically improved mechanics and more than doubled the game's content since release! I, Jake Huhman, have been listening and responding to your posts, screenshots, reviews, and friend requests, because I want the community to continue to hold tremendous influence over the game's future! Thank you for all of your comments, suggestions, and support!- OS: Ubuntu 12.04 or LaterMemory: 1 GB RAMGraphics: Pixel Shader 2.0Storage: 200 MB available spaceAdditional Notes: Java 1.6
- Memory: 1 GB RAM
- Graphics: Pixel Shader 2.0
- Storage: 200 MB available spaceAdditional Notes: Java 1.6
- OS: Ubuntu 12.04 or LaterMemory: 1 GB RAMGraphics: Pixel Shader 2.0Storage: 200 MB available spaceAdditional Notes: Java 1.6
- Memory: 1 GB RAM
- Graphics: Pixel Shader 2.0
- Storage: 200 MB available spaceAdditional Notes: Java 1.6
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