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Archtower v0.6.5.0 patchnotes
Archtower v0.6.5.0 build is ready! Free Demo updated as well.
v0.6.5.0 Patchnotes: [expand type=details]
WHAT'S NEW
-Only for Alpha-
2 new quests
New Floor 14
New boss battle for Act 4
2 new music tracks for Floor 14
4 new elite enemies for Act 4
New effect for some enemies, very high dodge chance at health level 1/4 and lower
After beating Act 4, you can buy rare quality equipment from common merchants
2 new achievements
New tower upgrades (for beating Act 4)
New Weapon: Rifle (for beating Act 4)
New Weapon: Rapier (for beating Act 4)
New Weapon: Crystal Staff (for completing Act 4)
New type of ammo - Rounds (for Rifles)
New perk “Cunning Lockpicker” (allows lockpicks, makes it easier to lockpick, requires Lv 10, DEX/INT 40)
CHANGES
-Alpha and Demo-
When losing on a boss, the dropped loot is placed at the entrance on all difficulties
Most quest keys can be used by simply going to the correct door and pressing “E” (by default)
Some bosses can be tossed up with ice spikes in some states
For “Arrows” (bow, crossbow) and “Rounds” (rifle) ammo a new property “Unique Reloading” has been added, such ammo works for a single weapon only
Perfect Block is available to all characters, it stops damage completely
The “Parry Master” perk, instead of accessing a Perfect Block, allows you to parry melee attacks with a Perfect Block
Other minor changes
-Only for Alpha-
The armor and resistances boosting effect on enemies at low health now works on 1/4 instead of 1/3 HP
Ratdog Alpha at low health now uses a new effect for strong evasion instead of armor boosting
“Pest Control” quest item can be used by simply walking to the burrow and pressing “E” (by default)
“Two In Trouble, To Say Nothing Of The Cat” quest, cages can also be opened through the dialog box
Tower upgrades earned for Act 3 have been increased in cost from 500 to 750
Merchant slots are further expanded for passing Act 3 and Act 4, as they should be
“Pike” is now used for epic weapon names like “Spear” and “ Piercer” is now used for epic rapiers (does not affect old items)
After beating Act 4, you can directly go from 13-3 to 14-1, shortcuts to 11-3 are now open too
Updated scream sounds for some Act 4 enemies
Other minor changes
FIXES
-Alpha and Demo-
Equipped starter equipment instead of the 0g price showed the price of a similar normal item
Some edits in localization texts
Maximum level reached in a class was tracked incorrectly
Small internal code optimization
Other minor fixes
-Only for Alpha-
Rogue, 2nd skill is not parried by enemies when used from stealth
Shadow and Night Shadow enemies had incorrect energy resistances
Fixed bugs with skill upgrades not working properly to shorten the preparation time
Starter items can't be used for enhansing/reforging/absorption
Coughing sound didn't work correctly for some Act 4 enemies
Stacking items can be moved one at a time when using a courier
Archtower v0.6.4.0 build is ready! Free Demo updated as well.
v0.6.4.0 Patchnotes: [expand type=details]
WHAT'S NEW
-Only for Alpha-
3 new faction quests
New level 13-4
New enemy - Ratdog Beta (+Ratdog Alpha)
New object containing additional enemies, the Ratdog hole
New effect for some enemies, armor and all resistances are increased at 1/3 health and below
New power crystal “Bloodletting” (area of effect bleeding)
New power crystal “Thunder Jump” (short teleport)
CHANGES
-Alpha and Demo-
If you close the game on the lose screen and the character is not dead yet, you can continue from that choice
Dropped loot is saved if you quit the game
Characters now do not lose any equipment they are wearing if they survive, even without all tower upgrades
Redesigned “Colorblind” trait; it was - black and white mode; now - first-person sepia mode, can't distinguish the colors of item glowing, stealth detection +50%
Food in the tower and out of the tower is different, but works the same
Slightly expanded ranking system for strong enemies
Some renaming of items, enemies, etc.
Added a new method of drawing the health bars of enemies and followers (you can switch to the old one)
Health bars can be customized to scale (in addition to the overall interface scale)
Enemy and follower titles/names can be seen on the health bars (can be disabled in the settings)
Added option to disable debuff icons above heads (enemies and followers separately)
Old mode of health bars drawing has been finalized and supports all settings as well as the new mode
All settings related to health bars have been moved to the “Interface” section
The game now keeps track of the maximum level reached for each class (does not take into account previous saves)
When choosing a new character, the level of experienced adventurers cannot be higher than the maximum level reached in their class
Other minor changes
-Only for Alpha-
Revamped the method of generating epic item names (does not affect old items)
Quest companion stops at the beginning of 13-4 instead of at the end of 13-3
Tower upgrade “Dropped Loot II”, instead of saving the worn equipment, when picked up it replenishes health and potion bottles by +1
Tower upgrade “Dropped Loot III” also saves tools (saves chemical tools not only for the Chemist class, but also for everyone who knows chemistry)
After beating 13-4, new shortcuts on floor 13 are unlocked
Enemy Eliminator, bombs stick on hit, charges increased from 3 to 5
New crystal skill “Bloodletting” now drops from the quest boss
Removed the chance of breakage when Reforging if the item is below epic quality
When Reforging, you can choose a variant of the result (good items - 2 variants, rares - 3, epics - 4)
Separated the concepts of Pets, Companions (quest), Followers (these are pets and companions)
“Pet Healing” crystal works only on pets, not on companions
Epic versions of the power crystals “Shield Stun” and “Puncturing Strike” cannot be parried
Bandage achievements now counts for prevented bleeding damage instead of healed health
Food healing achievements now require 20% less to heal
Achievement for selling junk now requires 10,000 instead of 25,000
Other minor changes
FIXES
-Alpha and Demo-
Added protection against losing characters and saves in case of crashes at the wrong time
Fixed situations where pots dropped from barrels and enemies could be of the wrong level
Fixed bugs related to food dropping from some minibosses
Other minor fixes
-Only for Alpha-
Some edits to localization texts
Fixed a bug where you could accidentally sell a quest hat with the “sell junk” button
To avoid errors, you can't leave one of the new factions unless you turn in a quest to their leader at the first entrance
If a character is defeated, the energy shield will not be regenerated
New attempt to fix rare crashes caused by throwing stones
Prefix priorities for starter items of good quality were not working correctly
Fixed tower upgrade to save class items (such items no longer appear in other heroes' inventory if the character is dead)
After retirement, the classes “Harbinger” and “Chemist” do not clutter the inventory with extra copies of banners and acid bottles
Fixed a bug where items were dropping out of Eliminators with errors
Fixed flickering of glowing runes where it wasn't fixed last time
Poison Spit Crystal, fixed incorrect rage/energy/stress cost increase for rare and epic quality
Fixed bugs related to enemies parrying the player
Fixed a bug where Blades could not parry the Hound
Archtower v0.6.2.0 build is ready! Free Demo updated as well.
v0.6.2.0 Patchnotes: [expand type=details]
WHAT'S NEW
-Only for Alpha-
Equipment of epic quality! (so far only available from Rare Merchant and as rare loot from improved snow slimes)
Added different visual variations for most new epic items based on where the item is obtained (universal, thunder crown, aklaktari, lowhanders)
6 new prefixes (for epics only)
1 new achievement
New track for Act 2 boss battle
New track for Act 3 boss battle
New track for quest boss battle
CHANGES
-Alpha and Demo-
When switching languages, equipment items except power crystals do not change names (which will allow to create items with unique names)
Added unique names for some quest related gear (does not work for already obtained items)
Most long-range enemy attacks take into account the height position of the target when fired
Hefty eating characters can eat during combat
Small fixes/ tweaks to the images of some gear items
Barrels can be pushed
You can hold down the Use button to keep picking up items
For the modifier button on the gamepad, all bumpers can be used
The gobloid pathfinder on 2-1 has a mark added above his head and on the map so new players don't miss him
If a character is created in too old, not well compatible versions of the game, a message pops up periodically about it, suggesting retirement of the character
Added system notifications for the player when starting the game
Other minor changes
-Only for Alpha-
More prefixes are available for epic items
Achievements for bandage/food healing reward reinforce food/bandage healing instead of getting crystals
Rare merchant after level 7 sells a few green quality equipment items additionally
Act 3 boss, on the “Ballad” difficulty, his shout also removes his bleeding effects
“Murky Case” quest, the reward is an epic ring, not a rare ring (does not affect the already received reward)
Added a visual sign above chests if you need to defeat enemies to open them
New crystal key sound for the first opening of the passage to the Thunder King
Immobilization with nets and webs do not check vital resistance
Other minor changes
FIXES
-Alpha and Demo-
Some fixes to localization texts
The code for generating bonuses on good (green) and better items has been rewritten and optimized
Old prefix items are broken with the new code, but they can be fixed by talking to the Tower Attendant (this will be available temporarily)
Fixed texture flickering in some areas
Fixed crashing with an error when breaking barrels and bringing up the menu at the same time
Fixed problems with invisibility of some quest enemies
If the inventory is closed when using consumables, the hero does not perform unnecessary actions
Fixed and finalized collisions with walls and furniture
Had to disable sliding on walls during Fighter's Jerk to avoid getting stuck in furniture and chests
Sometimes some buttons worked in the main menu while the character roster was open
To avoid crashes and character loss, Dropped Loot is packed into one item only if there is no already packed loot in the inventory (with packing, the weight of dropped loot is reduced from tower upgrades)
Optimized rendering of the large map
Fixed an ancient bug that crashed when trying to raise the STR/DEX/INT for characters created prior to v0.4.2.5 update
Other minor fixes
-Only for Alpha-
Fixed companion panel position errors
Enemy rocks now hit companions
Fixed music starting to play in some locations on "Murky Case" quest, even if the music was turned off in the settings
Poisoned arrows from mobs did not poison other mobs (if not from their faction)
If the quest “New Project” is taken, improved versions of frost casters on floors 12 and 13 appear much more often, including on the “Story” difficulty
Fixed bugs with the door closing trigger in the troll room on 9-3
Archtower v0.6.0.0 build is ready! Free Demo updated as well.
v0.6.0.0 Patchnotes: [expand type=details]
WHAT'S NEW
-Alpha and Demo-
Some of the achievements are hidden, you can find hints through game playing (for old saves, descriptions of already known achievements will not be hidden)
-Only for Alpha-
New Floor 13
New music track
New enemy - Ratdog (+Fierce Ratdog)
New enemy - Frost Slime (+Snow Slime)
Peaceful critter - Penguin
New gray loot on the new floor
Chests with locks of level 4
Max hero level 20
For the 2nd class skill, 3 tier improvements are available for all classes
Added level 20 food
Added level 20 bandages
Added level 20 ammo
Added level 20 equipment
4 new achievements
CHANGES
-Only for Alpha-
It is now easier to encounter a toxic slime on the quest “Nature of Toxicity”
Level 15 food and bandages are available from the tavern keeper and the nurse after completing Act 2, instead of Act 3
Poisoner, basic skill, improvement on defense ban, duration is not reduced by poison resistance
Firestarter, second skill, upgrade for projectile speed also reduces EP cost by 15%
Vandal, second skill, base cost increased to 25 RP
Vandal, second skill, damage upgrade also increases cost by +5 RP
The “Stock-taking” achievement requires 3 times less
Achievements “Plumber”, “Alone in the dark”, “Need for restroom” additionally give gold in reward
All class-specific achievements have more unique names
Unlocked achievements are labeled with “New” marking
Other minor changes
FIXES
-Alpha and Demo-
Fixed a crash in Clan's Domain at low levels
-Only for Alpha-
Fixed water circles from other characters not working properly
Fixed freezing status flickering when exiting a tower
Bugfix, there were extra sounds at the beginning of 10-1
Bugfix, Vagabond, upgrade on throwing two stones worked not quite right
Fixed incorrect appearance of level 16 throwing stones