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:
- Players will have more direct influence over the outcome of a battle; the order shuffling previously obfuscated a lot of tactical decisions
- 3v3 with ability restrictions will help keep character counts more manageable
- Characters will generally be using their best stuff, rather than cycling through weaker or absent abilities to get to their "good" turn--this means fewer wasted rounds
- Color-coded slots and icons should better convey the slot-to-ability connection, and be easier to explain when I get around to updating the tutorial
Changelog
Additions:
- Option to use a single icon to represent each of the game's resources (Bone, Leaf, Bolt, Steak, Helm, Staff, Column, Moneybag)
- Physical damage (replaced melee and ranged, which now describe ability slots)
- Arcane damage (replaces shadow damage--some of these attacks have been turned into fear attacks, as well)
- Lots of core combat rule changes
- Battles are 3v3
- Passives folded into support abilities
- Relevant combat slots are highlighted while dragging a character
- Character recovery speeds have changed to Average, Quick, and Rapid (no more Slow)
- Characters draw fatigue after being targeted; they also heal at this time (if they are not dead)
- Healing no longer reduces poison
- Reduced hero counts
- Heroes no longer "fight fair," requiring them to engage in equal or lesser numbers
- Changed several resource and combat icons, mostly to avoid similar graphics for different things
- Lots of character ability revisions
- Some hero class names have changed, to avoid using the same class twice
- Floor movement and access rule have been moved to the floor's nameplate
- Floors can no longer be moved during a battle
- Floor movement cost has been reduced to 2 scrap per move
- Mystic Kunai banner adds arcane damage to ranged slot
- Quicksilver Quaff boosts ranged slot damage (regardless of type)
- Adamantiserum boosts physical damage (regardless of slot)
- Character legacy rules have changed; players now keep 1 minion per fortified floor in the dungeon--selection is by level then strength (a level 10 T-rex is worth more than a level 10 kobold, but a level 10 koboldwill be selected over a level 9 T-rex)
- Legacied character portraits are now marked with orange backgrounds
- Floor buttons now use the character button scrolling
- Floor and character buttons will no longer overlap the message log
- Floors no longer grant resource cap bonuses (these could be re-introduced later, with another mechanic I'm working on)
- A few improvements to rendering performance
- Scrolling over the surface above the character buttons would scroll the buttons, even though the cursor wasn't over them
- Legacy character rules weren't always obeyed; sometimes, legacy minions would die during destruction--sometimes, non-legacy minions would survive
- Unbuyable character buttons are now hidden during Tomb destruction
- Character portraits could report armor values incorrectly
- Dead minions awaiting respawn would still render on the minimap
- Some UI particles were freezing with the pause button
- Item appearance per session wasn't loaded when restoring a game
- The top floor of the dungeon wasn't properly clipping tall characters (most noticeable with extra short floors, like the Hallway or Hut)
- Gift-bearing heroes weren't always retreating
- Icon tooltips on floors were displaying where the floor tooltip goes
- Character render order wasn't maintained on elevators
- The game could assign duplicate checkpoint names
- Codex tooltips could break
- T-Wrecker idle particles emitted incorrectly when facing left
[ 2016-04-15 02:17:03 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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