Name | Tower of Time | ||
Developer | Event Horizon | ||
Publisher | Event Horizon | ||
Tags | |||
Release | 2018-04-12 | ||
Steam | € £ $ / % | ||
News | |||
Controls | Keyboard Mouse | ||
Players online |  28  | ||
Steam Rating | Very Positive | ||
Steam store | |||
SteamSpy | |||
Peak CCU Yesterday |
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Owners |  50,000 .. 100,000 +/-   | ||
Players - Since release |   +/- | ||
Players - Last 2 weeks |   +/- | ||
Average playtime (forever) | 74 | ||
Average playtime (last 2 weeks) | 0 | ||
Median playtime (forever) | 74 | ||
Median playtime (last 2 weeks) | 0 | ||
Public Linux depots | Tower of Time Linux [12.34 G] | ||
DLC | Tower of Time Book One Music Tracks |
Thank You! |
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[h2]Today marks a special milestone for us as we celebrate the 5th anniversary of Tower of Time on Steam.[/h2] |
[h2]Dark Envoy Demo is out now thanks to your feedback![/h2]
Gameplay:
UI:
Visuals:
Co-op:
Share your feedback Join our community: Discord Follow us on: Twitter | Facebook | |
If you've been waiting for Dark Envoy, it's closer than you think. Take part in our demo test for friends and family and get a 1.5-hour taste of the game. To participate, fill out this form: https://forms.gle/WR73BFaWdS3KnjBm7. |
Tower of Time was a successful experiment for our team, so we want to continue challenging RPG tropes in search of a new, modern identity for the genre. The main component of Dark Envoy is a story campaign and we wanted to make it possible to complete it alone or in online co-op mode with another player. Games are so much better when you grab a friend to travel the world, seeking out whatever dungeons, challenges, and riches may come your way. Enjoy the story, search for ancient relics and forgotten places together. [h3] In RPG your choices should be the backbone of the entire game. So in Dark Envoy, they reshape the conflict that has gripped the world of Jan. Total war exploded as humans challenge the old balance and traditions of magic with their mana-based technology. As two sibling relic hunters, your actions may change the entire course of this world-splitting conflict. [h3] In addition to the main and side-quests, there are optional shape-shifting dungeons for players to explore. These are challenging areas where the layouts and enemy patrol routes shift each time you enter. These dungeons yield powerful rewards and players will have to think on their feet if they want to attain what these unique spaces offer. [h3] Real-time combat with the ability to slow time or pause as you make important tactical choices where every moment can make the difference between triumph or failure. With a rich collection of companions from assassins to engineers and robust RPG systems, players will mold the crew and its two lead characters into something that fits their preferred playstyle. [h3] Motion-captured animation, beautiful, scenic locations, and gorgeous combat effects all in 4k [h3] Dark Envoy takes inspiration from a host of familiar sources but aims to turn RPG conventions on their heads. You can expect well-known structures that we all love, but refined and more dynamic. We want the players to experiment and adapt to various situations: mix skill trees, boost individual abilities, and select classes and specializations that compliment each other. [h3] Humans, mysterious beings with a far more mysterious past, are new to this world but have risen under the banner of the self-proclaimed emperor to establish a place they can finally call home. Orcs and Elves have been pushed off their lands and must fight to protect the natural order of magic. Explore this world in your Skyship, hunting for ancient treasures through over 15 different biomes with various gameplay mechanics. A large pool of quests and events are waiting for you to discover them. Wishlist on Steam HERE and be sure to stay in tune. Weve got more to show in the very near future. https://store.steampowered.com/app/945770/Dark_Envoy/ |
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We have done some final polishing work on Tower of Time and we consider it 'Final Edition' now.
PREVIOUS VFX IMPROVED VFX Tower of Time is 75% off for a limited time. Give it a try if you like fast paced RPGs with heavy focus on party customization and tactical real-time combat with pause or slow time. It's not a lot of money and who knows, maybe you will be pleasantly surprised. Join us on Discord - if you want to chat with us or would be interested in closed beta of our next project (once we are ready with it) https://discord.gg/FBWCCTb https://www.facebook.com/eventhorizondev/ https://twitter.com/EventHorizonDev https://darkenvoy.com/ ----------- ### ----------- If you like what we have created, our next game -- Dark Envoy -- should also be fun. It is much bigger in scope and quality of everything is much higher. Below is the preview of one of our locations - your starting city: Pillars of Tyr-Mora, aka City of Bones https://store.steampowered.com/app/945770/Dark_Envoy/ Have a great day. Cheers, Event Horizon |
Tower of Time is 60% off for a limited time. Give it a try if you like fast paced RPGs with heavy focus on party customization and tactical real-time combat with pause or slow time. It's not a lot of money and who knows, maybe you will be pleasantly surprised. |
We are very happy to announce that as of now we also support Italian language. We also introduced few quality of life improvements requested by you.
Cheers, Event Horizon Team |
New gameplay preview of Dark Envoy, our next game. |
Today's Deal: Save 70% on Tower of Time!* |
Hello All, |
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Hotfix 1 Technical
Graphic
UI changes
Crashes If you experience frequent crashes, we implemented few things that should eliminate most causes. However, since we cannot reproduce them ourselves, we would need more feedback from you. Please let us know if stability have improved for those of you that experienced crashes. Thanks for playing Tower of Time. If you have some detailed feedback or just want to chat with us, please join our Discord channel (now there is a link directly in game in Settings) Cheers, Event Horizon Team |
Graphic
UI
Thanks for playing Tower of Time. If you have some detailed feedback or just want to chat with us, please join our Discord channel (now there is a link directly in game in Settings) Cheers, Event Horizon Team |
Today's Deal: Save 50% on Tower of Time!* |
If you played ToT before and descended to 2nd level, this mode should unlock automatically. If you are a new player - you need to kill end level 1 boss (and get familiar with game mechanics in the process). So now you will be able to pick Whisper and Kaela as the starting party and build them as pure glass cannons or Boron and Rakhem that will rush into the swarms of enemies to cleave them, laughing all the way. Leaderboards and Game Score We have also implemented game score for RPGlite and Permadeath, which tells you how well you did overall. You can compare this score with other Players on the new Leaderboard. The score gives you positive points for first three fights on a given level and then deducts a small number after the third battle. The objective is to descend to the last floor as efficiently as possible, without grinding so your tactical skills and party building abilities are tested here. Score also takes into account difficulty level giving you more points for Hard and Epic for the first three battles on the level and also deducting less points for each subsequent battle. Challenges do not count into the score, so you can do them at your leisure. We have also implemented DPS Race Leaderboards for several bosses, which sum up DPS of all party members. To check Leaderboards click on And then select: Items and Attributes Based on your feedback, we have also made some significant changes to the items as well and strengthened weapon damage overall (so Skills / Mastery does not trump everything).
Champions, Skills, Enemies We have spent a lot of time also re-balancing and re-working some of the skills and enemies as well. One -- because we always wanted to do so based on received feedback and two -- because we had to level the starting point for all champions - to ensure that any starting combination of champions is viable, even if some of the combinations are more difficult than the others. We have reduced Health scaling for the enemies on Hard and Epic and instead improved their skills and resistances. We have changed some of the end-game bosses, modifying their abilities to ensure that on Hard and Epic the fights do not drag long but instead are quicker and more intense. We have re-tuned some of the fights, creating quite interesting scenarios e.g. a group of only construct crossbowmen that cast their frostbite bolts frequently, effectively immobilizing your party if you dont counter them. Another thing changed was mana availability at the end-game mana regeneration was so high that no one had to care about it, spamming skills as soon as they went off cooldown. So we made several adjustments here as well mana regeneration is generally decreased, while maximum mana on items plays a bigger role now. Now items and enchantments that generate mana on hit should be essential. Finally, Boron now starts the combat with 25 rage. So he can jump into the group of those pesky Wraiths instantly. Yeah! Other changes Having worked on this update for a long time, we also took an opportunity to make several general improvements as well. Here is a list of most important ones.
Turkish language added Lastly, but very important we have added Turkish language thanks to the efforts of community translators: Gkhan Halil Dzgn and Arda Can Cokun. Big thanks! -------------------------------------------------------- If we see that RPGlite and Permadeath modes are popular, we would consider organizing regular competitions for the highest Permadeath SCORE and the highest DPS on specific bosses. We hope you will enjoy playing Tower of Times new game modes. As always if you have a feedback or an issue, please let us know via an in-game Report Issue tool or hop on our Discord to chat with us directly. As you can see - we listen to your voice very closely - and even if we are busy working on a new project, we will not forget about Tower of Time. Cheers, Event Horizon team |
Dear Players, |
Hey! Cool news! |
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OTHER IMPROVEMENTS:
WHAT IS NEXT? So, we are working in our new project intensively. If you are interested, just click on our name under PUBLISHER next to reviews and follow us. We will announce when we are ready and also plan to have intensive beta testing at some point for multi-player part. We also are finishing FRENCH localization should be ready within next 3 weeks or so. We are working on ITALIAN as well, here I cannot give you any estimates yet. We are also working on console version of Tower of Time for PS, Xbox and Switch. With the next patch we will also introduce NG++ that will increase difficulty a bit but will allow you to skip the story and play with all champions available since the beginning. You will be able to experiment with really crazy builds. Kaela and Boron will make a short work of this crazy Mimic chest on floor 1. Hope you will enjoy playing Tower of Time. Cheers, Event Horizon team |
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Dear Players, |
Dear Players, |
Hello,
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Quality of life features As always, we tried to follow the feedback of the community very closely and are bringing you the following small enhancements. Most importantly, we enhanced A.I. of range party members. Like the enemies, they will now look for the most optimal position if the enemy hides behind the wall or other obstacle. (they no longer run directly to the enemy) Also, champion/enemy combat stat panel will now show the exact effect (in # or %) and the remaining time for each buff or debuff. Few other enhancements:
Thank you for playing Tower of Time. As always, your feedback/review is highly appreciated. Cheers, Event Horizon team |
Hello,
Thanks for playing Tower of Time and for all the feedback. Please keep it coming. Cheers, Event Horizon team |
Combat balance This time we made only very small changes - mostly to few boss fights. It seems we are done with balancing phase for hard and epic now - with your support we managed to create a game which should remain challenging until the very end. Cheers! If we continue to work on the difficulty it would be to add another level - one step above epic or add a mode when you can have maximum three champions in your party. We have also reduced a bit RNG for loot and crafting. Sometimes you could get a very powerful (2% chance) or very weak item (8% chance), which was either temporarily game breaking or truly annoying - we removed those outliers now. Fixes
Thank you for your support so far. Your feedback is extremely important to us - as you can see we do listen to your suggestions. Please leave a review for us here on Steam, if you feel that we deserve it. Cheers, Event Horizon Team |
Hello. We just released a small hotfix:
Please consider leaving a review for us on Steam. It would help us a lot. Thank you. Cheers, Event Horizon |
Bug Fixes
Combat balancing With the help of few players we made tons of small and bigger changes. Most notably – due to reward scaling and received feedback – we increased overall difficulty on hard and epic. It would be impossible to list every single change we made (over 1000), so here is a recap of the most important ones:
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Dear Players,
As for other languages - we are very close to finishing localization to Russian and have started community translation projects for Chinese Simplified, Japanese, French, Turkish and Brazilian-Portuguese. If you would like to support the efforts - please join Discord channel for more information. https://discord.gg/8hpkCgD - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - We also bring you another interesting news. Our co-story developer and lead script writer Nick Macari, has contributed to another fantasy CRPG about to crush its $60,000 Kickstarter funding goal. https://www.kickstarter.com/projects/grapeocean/black-geyser-couriers-of-darkness We haven't played it yet, but if the Vienna based publisher, Grape Ocean Technologies, delivers on everything it has planned–"Black Geyser: Couriers of Darkness" could be one to watch! |
Gameplay fixes and changes (if it happens that you don't see all progress bars, please enter this level and exit it.) Combat We spent a lot of time on improving combat and balancing the game based on tons of feedback and lots of end-game parties. Some of the "crazy" builds took us by surprise :) Most important is a set of changes to animations, pathing and enemy behavior that should make everything much more responsive and smooth. Also, we did some rebalancing - especially to champion's skills and mid-game floors (5-7) that were too easy. Magic Penetration decreased slightly on higher end items. Armor Penetration - increased across all weapons / tiers. Physical-based party should be again viable on Hard and Epic. Fights on the first floor have an easier learning curve now. You don’t have too many options yet to customize your party and you made a valid point. If you find some of them too easy now - please adjust your difficulty as needed. Level 2 is unchanged. There are close to 300 individual changes made, so I will list only the most important ones below. Mech companion has been buffed somewhat. He has a speed aura and can temporarily stun enemies around him. He remains the team mascot, but at least he does some confusion on the battlefield now. That is a small compensation that he just charges at closest portal without asking anyone. Skills Kane:
Maeve:
Aeric:
Rakhem: The new theme at Event Horizon is "Love Thy Dwarf"
Boron:
Whisper:
Kaela: We made few interesing changes to Kaela as she was too difficult to master yet too overpowered when did so.
Balancing
We will continue to work on further improvements. Please share your feedback via Report Issue or join our Discord to talk with us directly. Thanks for playing Tower of Time Cheers, Event Horizon Team |
Gameplay
Combat We didn’t touch the champions yet, even if some builds are obviously steamrolling things on hard and even epic. Great creativity! The only change was to the cost of Elemental Barrage - it was capped at 60 mana for level 3, 4, 5 of the skill. Now it is 60 mana for L3, 70 mana for L4 and 80 mana for L5.
Item Forge (edit) There is a change to mana and health regeneration change per upgrade. We had rounding error before.
It is a significant change in case you had invested into those statistics - and we apologize for this. If you have problem with your builds now - please let us know. Next Patch For the next week patch we plan to focus on the further performance improvement and few other quality of life features. If you want to chat with us or other players - please join our Discord and share your thoughts. https://discord.gg/8hpkCgD Small Hotfix - 19 April When in Save Game screen, sometimes the buttons where grayed out - implying they couldn't be used. They could - but now the color is back as well. (did not do separate announcement for that since its minor change) Thank you for playing Tower of Time! Cheers, Event Horizon Team On the side note - you can download all our music tracks for free - there should be a DLC area. Since there is no price box, it is not so visible. |
Cheers, Event Horizon Team |
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Hello Linux users. |
Furthermore, each weapon type has three or four different sub-types, that differ in primary usage. For 1-handed swords, those are:
Sub-types for tier1 1H Crossbows, for example, are Hand Crossbow, Bolt Spitter, Repeater Also, depending on the quality of the item (Green, Blue, Purple) they can roll different additional stats - called Prefix or Affix. Green roll only 1, either Prefix or Affix Blue roll 2, both Prefix and Affix Purple roll 2 + additional enchant slot In the examples above we have the following: Jagged Steel Sword of Poison Jagged ... adds Armor Penetration ... of Poison adds 1-3 Earth Damage Mighty Stun Edge of Sparks Mighty ... adds +1 Might attribute ... of Sparks adds 1-3 Air Damage Chaotic Fire Blade of Water Chaotic ... rare prefix, it adds few nasty effects as Daze, Stun, Blind ... of Water adds 1-3 Water Damage As you progress with the game, existing affixes and prefixes will increase in strength and new ones will also start to appear, some with both positive and negative effects. Each weapon class, e.g. 1H Swords, 1H Axes, 1H Hammers are different somewhat. Also 2H Weapons have special stat - Cleave Damage - x% of main damage is also applied to other enemies in cone area in front of your warrior. Range Weapons - both Physical (Bows, Crossbows, Pistols) and Magic (Wands, Staves and Focus Stones) - have inherently different stats, e.g. Focus Stones have Skill Damage while Bows have Slow Chance or Daze Chance. Legendary Items We also have over 60 unique items that are something entirely different. Early on you get just strong items with powerful statistics. Overall a very good weapon, that comes with a different price. This sword has Life Drain Enchant, that heals your champion for the % of damage dealt. This Bow is quite strong compared to other weapons of this tier and has a very good enchant - increasing damage and pushing enemies back. But it has one negative trait - each attack with this weapon cost mana. If you want to use it, you probably should invest in mana regeneration, mana leech or +mana items. This Armor (you can collect more pieces) changes the way how you play your tank. It has a very high armor (comparing to other pieces at this point of the game) but negative elemental resistance. It also lowers movement speed significantly. However, it has a damage mitigation enchant, very good for certain enemies. With this armor, you do not move your tank to the fight, you try to bring the fight to him. One of the "extreme" examples. This item is very powerful but it is also very expensive - it drains life and mana continuously and also additional mana per each attack. It requires rebuilding your character or even the whole party, so other champions can support the user of this weapon. This is just a very small sample of itemization. Different weapons, different armor and jewelry pieces can have different combinations of stats. On top of that there are almost 50 unique enchants, some of them with different level of power. All in all - it creates almost uncountable number of possible combinations and gives you incredible flexibility in champion and party building. So we might not have an option to change the hair style or eye color of your champions, but apart from that -- if you include the skill system - you can build them as you want and when you want. If you have any more questions, we would be happy to chat about that or any other aspect of the game on our discord. https://discord.gg/8hpkCgD Cheers, Event Horizon Team |
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Linux We also updated Linux build. We have tested it on Ubuntu 17.04. If you have a different distro and run into troubles with cinematics, please let us know. Thanks. Thanks for your feedback and reviews. Cheers, KM P.S. One of the Primal Beasts (in the screenshots above) is also very excited about this hotfix, since you will finally be able to test your skills against him in the final Beast Challenge |
We apologize to all affected players. Linux Also, we are testing Linux update - but could use some help with different distributions. If you would like to help us - for which we would be grateful - please join our discord channel and we will grant you access to beta Linux build. https://discord.gg/c8Wd46s As always, we appreciate the feedback and reviews. Cheers, KM P.S. One of the Primal Beasts (in the screenshots above) is also very excited about this hotfix, since you will finally be able to test your skills against him in the final Beast Challenge |
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Thanks for your support and for sending your logs to us. They helped us to identify the source and fix it quickly. Cheers, KM As for the screenshot above - this is a battle summary from one of the challenges (Epic difficulty). As you can see - Aeric/Druid - is not here. This is to prove that once you get more than four champions, you can really build your party as you want. Even without a healing powers of wood-clad Druid. Also, that Rakhem is far from being useless in combat. Please share with us your post-battle screenshots here in Steam (upload screenshot) - it would be quite interesting to see what party composition you have and how you build your champions - so other players can compare themselves to you. |
Skill changes
Hotfix
That said, we have found two other small isues, which are not game-breaking.
We will address them in a next hotfix coming soon: Difficulty Levels The best RPG is the one that keeps the player engaged until the very last. Party advancement, item progression and challenging combat is essential in that. Once you build a party than can handle anything with ease, the game looses charm for some. We are putting a lot of effort to avoid that - that's the reason why we spend a lot of time balancing combat and thinking about new tactical challenges. We have 5 difficulty levels in game. When you start New Game you can select one of them. You can also change difficulty at any point later on. What is our aim behind them: Story - for those who came just for the story. Set your champions to Move & Attack and go get coffee Easy - very light challenge, you will have to use skills occasionally but no-one should die. Normal - a challenge. You will need to use the skills a lot and perhaps go to slow time 2-3 times per combat. Boss encounters will require even more attention. Hard- very hard challenge. Your performance in combat might not be enough. Clever champion builds, skill and skill enhancement, using enchantments will also be required. You will probably use slow time a lot, especially for boss fights and more challenging encounters Epic - for those who enjoy nightmarish challenge. Here you need to think outside of the box and really experiment a lot - e.g. try building Kane as a caster tank. You will spend a lot of time in slow time, you will need to be smart about crowd control and use the map to your advantage - e.g. "gather" enemies in tight spots for maximum aoe damage or use walls to break line of sight for channel skills. Difficulty level is not only about increasing damage and health of the enemies. The combat system in Tower of Time is quite complex and it changes depending on the combat mode, but unless you play and experiment, it is not easy to explain. Recommendation When you get to Tower proper (past intro) - we recommend that you play game on normal for the first 2-3 fights and then decide how to adjust the difficulty. Alternatively - start a game on Epic, assign attributes and skill points and see if you can win the first combat. (Yes, it is do-able :) That being said, the game is still in EA - we are doing what we can to balance it well, but it just requires time and feedback, a lot of feedback. If you are willing to share it with us, we will be very grateful. If you find some enemies too easy, then it means that probably you are geared up for higher level or you are a very good tactician. Tower of Time is not about button-mashing, slow time gives everyone an equal chance. Challenges Challenges are optional fights you unlock during the progress of the game. They are meant to test yourself against different, sometimes crazy setups - for a reward. For example - you fought four elemental lords in different battles. Well, can you handle ALL four of them in the same battle? Also, each enemy group consists of 6 challenges. Challenges 1-4 are defined to be beatable immediately after you unlock them. However, challenges 5-6 are much different and sometimes require more champions, higher levels or stronger items. In the coming small update, we will add proper description of each challenge as well as an "indication" of the challenge power (difficulty). Here is the example for challenges 1 and 6 from Risen. As you can see, Challenge 6 is much (much) more difficult than Challenge 1. So don't be discouraged if you cannot beat the last two challenges. They are not meant to be beatable immediately. Come back to them later. Thanks for playing Tower of Time. Please let us know if you encounter anything new. We also appreciate Your feedback, especially on the improved combat. Cheers, KM (Our unique Boss - Titan - is also very happy that he got those autoattacks...) |
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Skills and Combat As announced before, we have added new combat modes - with different objectives - such as defend objects, destroy portals or free one or more champions from traps / distant locations. We have added elite enemies. They are mini-bosses that might appear at any moment (or might decide not to bother you.. yet). When they approach, they usually mean trouble. We have added new skill mechanics and extended number of skills for each champion. We have also added full skill tree. All those changes have significant impact on the flow of combat - especially movement skills and gravity skills. There are also a lot of changes and new things requested by the community.
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There had been few posts about our combat mechanics lately. We agree with them 100%. So here is a short update on what we have been working on for the last two months, to improve the variety and challenge players more in the terms of the tactics and builds. |
We posted few screenshots below, showing some of the changes. Thank you for playing Tower of Time. We appreciate your feedback and reviews. Cheers, KM Screenshots |
Hello Everyone,
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Hello,
Let us know which track do you like the most - so we can know what type of music you think fits the game and atmosphere the best. We are working on new pieces for next parts, so we would follow your suggestions. Also, we would highly appreciate if you find few minutes to review the game. Thanks! Cheers, KM |
Hello All, The main objective is to introduce the variety to combat and offer different tactical challenges. Combat A.I. Dumb A.I. is the major bane of most RPGs, in our honest opinion. For a long time now, we have been developing our own system to counter that. There are some basic behavior algorithms already implemented - the core of the system - but it is nothing spectacular yet. We plan to continuously expand this system with new algorithms and algorithm trees, that will increase tactical difficulty of combat encounters. It is a long process, for this system to work as intended - needs to be quite complicated, but we are committed to that. We will share some more details on the way towards a final release. New Skills / New skill tree: Here we plan to revamp the skills and make them more distinct for each champion. Some examples of the planned changes:
Other Some other plans include:
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Hello, last night we have released a small hotfix, addressing the following issues:
In the coming days we also plan to share with you the information about our development plans for September - it will be mostly about combat: lots of improvements there, as well as new mechanics and skills. Also, we are working on adding music tracks as a free downloadable content, as it had been requested by quite a few players. Cheers, KM |
After countless days and nights, we finally managed to release a stable Linux build.
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Patch Notes 0.4.0.8656
Gameplay
Linux We also managed to finally build a working Linux version, please see a separate announcement, if you are using Linux OS. Thanks to all who contributed with the feedback to this patch. Also, big thanks to our growing discord community, always ready to throw new ideas at us and that helped us to get Linux build into a good shape. If you encounter any issues, please send us an email to tot@evehor.com. We are here for you 24/7. Cheers, KM |
EDIT 21.08: Gameplay
Forgotten Dwarf Poor Rakhem. He was trying his best, not well enough perhaps - but we honestly thought that being a Dwarf alone is enough to assure that he has a secure place in any adventure. We apparently were wrong, Boron being no. 2 choice for the front-line - so we are sending Rakhem to a special training camp for aspiring champions. As we get closer to the patch date, we will share more details. If there is anything missing that is particularly bothering you, please comment below and we will see if perhaps it overlaps with some other changes as well. Thanks for the feedback, very positive comments overall and for such motivating reviews. Cheers, KM |
Hello Linux users, |
Patch Notes 0.3.0.8362 |
We are over two weeks into Early Access I would like to ask for your feedback. It would help us a lot, if you could find few minutes of your time and list: |
Next Tue we will release the next major patch. We are pretty happy with the combat balance at the moment - so this time just minor changes there - mostly to boss fights. |
We have made some major changes in the last week. Big thanks to all who sent us a gameplay suggestion or reported a bug via REPORT ISSUE tool.
TECHNICAL:
GAMEPLAY:
COMBAT (major changes here): Our main aim here was to make the combat more transparent and ensure that the role of the melee champions/tanks is now clear. We made several changes to how threat works, how threat-skills work, when enemies switch target, how they select their first target, etc.. We also changed Kane’s first skill (changed to new Taunt), which should better explain the mechanics of ToT’s real-time combat, as the player plays it. We have also more clearly split various enemy groups into different categories, requiring different tactical approach – e.g. on Level 2: Constructs now have generally lower health but higher damage, also having few nasty skills. While Orcs have generally higher health and lower individual damage. On Level 3: Beasts are now true beasts – preferring to attack you only if they have superiority in numbers, while Golems are tough and resistant, even single enemy requires some planning. This will results in different combat experience across all four levels of the Tower. And yes, bosses got such a beating last time, that they discovered their own blueprints, spent 5000 gold on training and now are ready for your party. They now sometimes (or perhaps.. always) require special preparation and adjustments. If your weapons or skills deal low or no damage, re-adjusts party, skills and equipment. Some of other related changes:
Thanks for playing Tower of Time, Event Horizon team |
On Friday we will release our first major patch, addressing the feedback and issues received via REPORT ISSUE tool or posted on forums. Thanks a lot to all who are helping us to make this game better. |
We have been getting quite a lot of questions regarding the content of Early Access from the story perspective, so here is the answer: |
Hello everyone. "First Patch" Achievement Completed |
We have launched on time and so far so good. No critical bugs reported. (we will release a patch shortly with few minor ones) |
Hello everyone. |