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
Changelog
Additions:
- Festering Feast (Catacombs + Lair); produces Lynch Worms
- Extreme healing (heals 4 hearts at the end of a turn)
- Healing support abilities can now improve
- Support for additional "Special" character rules, starting with the Necromancer's raise dead ability
- Non-trait-specific healing support abilities have been bumped down to Quick Healing, rather than Rapid (but they can now level up to Rapid and even Extreme)
- Minor changes to several other character abilities
- Bonehoard now requires Catacombs + Camp (and not Lair)
- Barrows now requires Catacombs + Grotto/Warrens (and not Bonehoard)
- Bonehoard produces Skeleton Archer
- Skeleton Warrior unlocks with the Nexus and Necromancer
- Skeleton Warrior counts as a corrupted character, so raised dead share the same cap as corrupted characters (currently 5)
- Gave upgraded Brood Sisters a new carapace to help distinguish them from lower level ones
- Hovering over a floor now highlights all of the slots currently in use
- The game will scroll to the top of the floors list on new game, much as it does with the character list
- Quicksilver Quaff no longer requires prophecy fulfillment to unlock
- Many buffs/debuffs from various abilities, items, and banners were being processed incorrectly, due to the recent change in how some abilities are shared across multiple slots
- Poison calculation was off, making it very difficult to actually kill something with poison
- Character portraits were not always reflecting the correct ability in use
- Corrected some character and floor art inconsistencies
- Firm defenses would display as firm armor on the battle HUD, even when it was representing firm agility or ward
[ 2016-05-03 20:31:57 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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