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Patch #2
Issue with low cinematic sound on some configurations should be fixed now.
100% Progress fixed - mostly [spoiler]floor 7 (chest and battles in Daeva area are not counted).[/spoiler] The battles that count towards progress are show on the map.
[spoiler]Daeva are no longer so strict when it comes to trials. Less positive results are required to be able to stay in their realm.[/spoiler]
(if it happens that you don't see all progress bars, please enter this level and exit it.)
Graphic improvements to both introduction levels.
Journals necessary for quests are now more visible.
[spoiler]Floor 9 Elemental Statues' quest is fixed.[/spoiler]
Bestiary not showing up sometimes has been fixed.
Bestiary now opens on the current tower floor.
[spoiler]Magic Source quest on floor 1 - new graphic effect when destroyed.[/spoiler]
Frogs jumps up and down in merriment. Consider this if you want to [spoiler] offer it to Cindros.[/spoiler] The most critical update that will help us to get more attention.
Lots of typos and syntax errors corrected (we are getting there).
Lots of new SFX added in exploration and combat.
Aura skills - visual upgrade.
Item Forge - health regeneration upgrade - increased from 0.3 to 0.5/
Some Unique Items (especially from Challenges) are upgraded - so they can be a competitive option for Item Forged Green items.
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.
Kane:
[ 2018-04-27 16:16:18 CET ] [ Original post ]
Dear Players
This patch brings a lot of quality improvements requested by you as well as several balancing changes and bug fixes. The list is very long so apologies for a wall of text that follows.
We will appreciate your reviews on Steam and metacritic. It seems our game somehow is received as too hardcore and that scares a lot of people away. We have several difficulty settings, so it is accessible to anyone - if you come just for the story have no fear.
Please help us spread the word about the game.
New Features
- New steam cards, backgrounds, emoticons and badges.
- Minimap. You can turn it off and on with 'N' or by pressing compass icon.
- Buff icons in combat that show the remaining time of the buff above skill tab.
- Pre-battle movement - initial positioning is very important when it comes to threat. Now you can move the champions within limited area.
- New enchanting icons. Not the most important update - but they look nicer now.
- When your champions are immobilized, there is an icon on character portrait (similar to when they are trapped).
- Hotkey "T" to change champion stances betwen Stand Ground and Move and Attack.
- Two new high-end practise dummies that simulate end-game bosses.
- Added achievements for epic - win 5 battles on epic for each floor.
Gameplay fixes and changes
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:
- Stone wall - mana cost reduced to flat 20 for each level, duration set at flat 16 seconds at each level [with max cd reduction the uptime on the wall is now 80%]
- Arrow Barrage - damage per arrow increased, at max level from 50 to 70
- Bear Traps - bleeding damage increased, at max level from 10 to 15 dmg per second.
- Rain of Arrows - damage per arrow increased, at max level from 40 to 48
- Earth Fury - damage per stone increased, at max level from 100 to 140. B2 poison damage increased, at max level from 9 to 12.
- Rakhem - Base Health increased from 160 to 180. Health per level increased from 18 to 20.
- Inner Fire - an upgrade for both B1 (tanking path) and significant upgrade for B2 (damage path) - so there is a more clear risk/reward for different playstyles.
- Path of Flames - increased length at all levels, B2 extended burning duration
- Blinding Flash - B2 now deals Air damage too.
- Health per level increased from 20 to 22.
- Cleave - reduced cleave% by 10% for each level
- Axe Throw - increased damage per axe. For B2 - reduced weakness to 30% at each level
- Thunder Injection - reduced elemental weakness slightly at each level, at max level from 18% to 12% (dual wielding was too strong at higher levels / it still applies 2x debuff for dual wield)
- Elemental Barrage - no of base projectiles 5 to 4, Damage per projectile base - slight reduction. For B2 - increased Void dmg component - so B1 and B2 are now competitive. Overall - at max level the effective damage of this skill is reduced by approximately 20%. It is still very overpowered.
- Magic Tower -- B1 now deals splash damage of Base damage at the same speed
- Electric Cage - B1 - damage per second increase at all levels, at max from 20 to 24 Air dmg per second. B2 - Weakness reduced across all levels - at max level from 60% to 40% (it is a very long duration skill and it was too easy to stack with other skills for 100% weakness).
- Summon Mech - variable duration increased from 20-40 to 20-60 seconds. Number of mechs increased. At max level she can now create up to 12 mechs. (insane, yes - but it is so fun skill)
- Elemental Grenade name changed to Void Grenade. Explosion radius reduced from 5m to 4m. At B1 - resistance reduction decreased, at max level from 100% to 80%
- Tesla Cannon - as it is high risk / reward skill (requiring positioning), its damage output has been increased significantly. With B2 boost, at max level damage increased from 400 to 600
- Titan - a massive boost to everything. Now this is truly an ultimate ability.
Balancing
- Added new type of skill - magic reflect (similar to physical reflect) - some enemies on floors 5-7 received this upgrade, tired of being shredded by Whisper's Elemental Barrage.
- Shade - was too easy, Voidspawns now should be more than a nuisance (new skills added)
- Titan Boss - major overhaul - he is no longer just a target dummy
- Floors 5-7 - enemies and combat encounters rebalanced as they were too easy. That includes their statistics, damage output and skills. Now there should no longer be such a difficulty spike between 7 and 8 - as you will need to take care of your party always.
- Both Exo-ME 10 and Exo-RA560 bosses - rebalanced to offer better challenge.
- Warleader - throws 2 axes and now and the skill description is clear for axes and his leap. He should be much easier to deal with now.
- Tower Avatar - health increased
- Francisco Pizzaro - his skills are more dangerous now
- Ferdinan Magellan - combat overhauled to make it more challenging
- Irradiated Elemental Lord - he wasn't enough irradiating - now he should be. (he is an optional boss, so yes, he should be very fun now)
- Void Horror - he wasn't enough horrifying - now he should be.
[ 2018-04-27 16:16:18 CET ] [ Original post ]
Tower of Time
Event Horizon
Developer
Event Horizon
Publisher
2018-04-12
Release
Game News Posts:
82
🎹🖱️Keyboard + Mouse
Very Positive
(1960 reviews)
The Game includes VR Support
Public Linux Depots:
- Tower of Time Linux [12.34 G]
Available DLCs:
- Tower of Time Book One Music Tracks
Tower of Time is a new take on classic RPGs. It has hand-crafted levels filled with various enemies, challenging puzzles, and engaging story-lines. Its dynamic real-time combat with slow mode requires tactical awareness and careful preparation of the party.
At the moment the content is for approximately 15 hours of game-play time on normal or lower difficulty, excluding optional battle challenges.
On Hard difficulty the game is meant to be hard, requiring your undivided attention throughout the entire combat encounter.
On Epic difficulty - there is only one party/skill/item composition for each enemy/boss type that we know of - one mistake will likely wipe your party. You must be in full control of the battle every second. Experimentation and thinking outside-of-the-box will ensure your success here.
As a young boy, you came upon the base of an immense Tower, uncovered by yet another violent earthquake. Deep below sleeps an ancient power. Since that day, you have been drawn inexorably to this place. Your task is to lead a group of champions and reach whatever resides in the depths of the Tower. There you will face the ultimate choice…
At the moment the content is for approximately 15 hours of game-play time on normal or lower difficulty, excluding optional battle challenges.
Before you buy:
If you are looking for a game that is trying to bring something new to RPG genre - Tower of Time is an attempt at just that. If you are not sure if you like the combat we implemented - before you buy - please check some YT clips or visit our YT channel, where we uploaded the combat gameplay recorded and commented by an actual player. This is not a turn-based combat, rather a combination of RPG and RTS on a small scale, where you have the ability to slow time at will.On Hard difficulty the game is meant to be hard, requiring your undivided attention throughout the entire combat encounter.
On Epic difficulty - there is only one party/skill/item composition for each enemy/boss type that we know of - one mistake will likely wipe your party. You must be in full control of the battle every second. Experimentation and thinking outside-of-the-box will ensure your success here.
Features:
- Engaging story – set in a world where technology met magic with devastating consequences. Hundreds of lore books and scattered pieces of information slowly reveal the history of Artara as the protagonist approaches his fate.
- Novel combat system – unique real-time action with a slow-time feature, where each match is played on one of many separate tactical maps. Plan ahead and position your party accordingly. Use slow-time to react to new threats or negate enemy skills. No two encounters are ever the same.
- Five difficulty levels: You can choose whether you want only to enjoy the story or test your tactical thinking and skills.
- Build your party around typical tank/dps/support composition or try something entirely new.
- Different combat scenarios - e.g. Swarm or Only Elite - will ensure that combat is not repetitive.
- Find secret locations, cleverly hidden in the environment. Travel through hand-crafted levels where every single place is carefully designed.
- Seven classes to choose from, and your party can be adjusted at will and anytime, depending on the challenges you face. Each champion has unique skills that can be upgraded and re-trained at will. (In Early Access six champions are available, as the seventh joins your party at lower levels).
- New character progression system: there is no experience to gain. Instead, discover ancient knowledge to unlock new skills and carefully design your characters. Each character could be turned into a powerful and durable attacker or a skill-based champion.
- Defeat powerful elite enemies (bosses) wielding diverse skills and spells. Assess their strengths and weaknesses carefully to succeed.
- Complete combat challenges for item rewards and unique enchanting recipes, or just to test your new party setup.
- Random loot system. Craft item of your choice and power, using crafting crystals of various types. Discover ancient enchanting recipes that can change the nature of the combat, granting regeneration aura or immunity to special effects.
- Upgrade your city as the main training/equipment hub and repository of all the lore you find.
Story:
For long ages past, Artara was a place of great peace and beauty. Then, a mysterious event took place. Within a few generations, the land was broken and the skies darkened. More than a thousand years of decline has passed since then.As a young boy, you came upon the base of an immense Tower, uncovered by yet another violent earthquake. Deep below sleeps an ancient power. Since that day, you have been drawn inexorably to this place. Your task is to lead a group of champions and reach whatever resides in the depths of the Tower. There you will face the ultimate choice…
MINIMAL SETUP
- OS: Ubuntu 17.04. Mint 18.2 and Debian 9
- Processor: Intel Core i3 or equivalentMemory: 8 GB RAM
- Memory: 8 GB RAM
- Graphics: NVIDIA GeForce GT 700M series or equivalent
- Storage: 12 GB available spaceAdditional Notes: VLC package might be required to play cinematics
- OS: Ubuntu 17.04. Mint 18.2 and Debian 9
- Processor: Intel Core i5 2400 or higherMemory: 16 GB RAM
- Memory: 16 GB RAM
- Graphics: NVIDIA GeForce GT 700M series or equivalent
- Storage: 12 GB available spaceAdditional Notes: VLC package might be required to play cinematics
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