Some quest mobs now have personal health bars with their names, so now they a kinda minibosses too
Some changes and replacements for levels 1-3, 2-3, 3-1, 4-3, 5-3, 6-4, 7-1, 8-3 for new minibosses
Slightly increased drop chance of scroll for Poisoner's second skill quest
Power Crystal "Bleeding Cut", bleeding increased by 25%
Removed sort oreder button form inventory and stash, now you can sort in both orders just pressing LMB/RMB (Gamepad - A/RB+A)
More noticable hints on items that they can be used, to read, study or open something
In the camp and Clan's Domain visible range of quest markers on map ("?" and "!") is unlimited
Fighter, Swifty Strikes, combo attacks with heavy weapons won't hit extra targets by default
Fighter's second skill quest, gobloids won't count anymore, 30 cultists are required instead
Sticks now STR/DEX based weapons, instead of being STR-ones, Vagabond's 1st lvl perk "Stick Fight" was removed (did the same thing)
Rogues now have a text message for non-planned loosing of stealth
Inborn trait "Oblivious" is now considered rare malus trait, updated image of it
All archetypes who use Rage Points can enter relax state only in home places like domain, camp and ally locations (relax makes you loose Rage Points quickly)
Fighter, passive skill, 1 tier upgrade, instead of medicine pot power => +50% combat passive RP regen
For rage classes skills like weapon buffs and crystal helpers won't require prepared RP before activating it
Skill Multi-Hit, blue quality won't reduce damage penalty from -30% tо -20% anymore, heavy weapons increase this penalty by 5%
Little changes for resistances page
Other minor changes
-Only for Alpha-
You can use several crystal helpers, they'll take their places based on what slot they were used from
Increased a bit quest drop chance of bloodied Thundercrown tokens
Crystal mobs from Trial of Cold aim better at the player
Fighter, Swifty Strikes, 2 tier upgrade, instead of +1 strike for dual-wielders, RP cost +10 -> all atatcks reach +1 target, RP cost +10 (upgrade for duals will return later with adding 3rd tier upgrades)
Equipment Reforging, risk of breaking items decresed by 5%
Electro, Electro Blink, 2tier upgrade, fulmination's damage increased by 80%
Other minor changes
FIXES
-Alpha and Demo-
Health bar of boss/miniboss is not overlayed with whole screen effects (for example, when poisoned)
Bugfix, after explosion of wasted crystal helper it could be instantly restored in a second and for free
Removed useless glitchy value of total weight of stash items
Correct visual of gamepad button for shield slam on a skillbar
Fixed decales of player's fireball hits, if it wasn't upgraded with explosions
Exit gate's texture is drawn in both sides, for cases when staying back to exit with 3rd person camera mode
Fixed places with wrong tent textures
Fixed when enemies could went through walls to get stuck somewhere (needs more checking)
Bugfix, when turning quest that give you new skills but your character is too low lvl, skill will be unlocked not completely, untill needed level isn't reached
Fixed dialog text going ugly for some GUI scale values
Bugfix, vital resistance and crit resistance had wrong numbers in pop-up info
Small text edits for a Manual
Correct RP regen numbers for Rage's pop-up info
Bugfix, explosions didn't break player's stealth
Other minor fixes
-Only for Alpha-
Bugfix, Trial of Cold, flying crystals on death explosions didn't disappear, but kept spaming explosions
Bugfix, game could crash when checking details of Power Strike crystal while wearing ranged weapons
Bugfix, fist strikes of work elves could deal microbleeds
Shamans that deal sonic damage with their screams also break barrels
Damage of electro explosions to hero also takes into account "Wetness" effect
Fast travel within Clan's Domain also moves pets with the player
Archtower v0.4.4.5 build is ready! Free Demo updated as well.
v0.4.4.5 Patchnotes: [expand type="details"]
WHAT'S NEW
-Alpha and Demo-
New buff for mobs, Frenzy, significantly speeds up the recovery of attacks and skills, consumes own charge, and restores the charge of other target (can't for self)
New system of resisitance debuffs, only one type of resistance can be cut at once
-Only for Alpha-
Invisible system of charges for mobs, some powerful skills may ran out, but it is also possible to restore it
Max hero level increased up to 14
For level 13 STR, DEX and INT increase by 1
For level 14 all classes have tier 2 skill upgrades for second skill
New Floor 9 (9-4 will be added later)
New track for Floor 9
Improved version of Ogre Raider
New enemy Ogre Hunter
New enemy Ogre Shaman
New neutral mob Work Elf
Blue version of a skill crystal "Firebolt"
Two new types of chest traps, for every tier of floors there are different set of chest traps
New power crystal "Mental Spike"
New power crystal "Shield Stun"
CHANGES
-Alpha and Demo-
The list of Floors is updated as you progress through the story bosses (acts), instead of displaying all the Floors from the start
Lockpicks from barrels and mobs drop in smaller quantities
Journal and its subpages (Quests, Factions and Achievements) by default are reassigned from F1, F2, F3 to L, P, Y respectively, as some players think that this is just a manual on F1.
Captain Bowa in the quest to return the lands at half HP inflicts Frenzy on himself
Available Tower Upgrades have better visibility for new players
Higher burn chance of power crystal "Firebolt" (and increases with quality)
Stun from Vandal's "Hummering Strike" now has a 80% chance (you can bring it to 100% with skill upgrades)
Added a hint to the description of consumables that they can be assigned to a slot
Projectile trails of stones and arrows now get colors, if they are wearing some of the effects from skills like "Armament: Fier" and others like
"Critical Blow" skill can no more be used with spears and swords, only daggers, crit chance bonus is always +20%, no matter of crystal's quality
Redrawn some sprites of skills and perks (Ice Shards, Critical Blow, Light Armor Mastery, Heavy Armor Mastery)
Other minor changes
-Only for Alpha-
Added a partially working system of reaggroing mobs between a pet and a player, for now it only works in melee and for some ranged skills, doesn't work on bosses
Archer, "Quick Shot", tier 2 upgrade, instead of partially ignoring armor => phys. resistance -15% for 10 sec
Poisoner, "Poison Vial", tier 2 upgrade, instead of slow while staying in the gas => no damage to self
Acidic spits of slimes now can be blocked, but it damages shileds for x5 power
Other minor changes
FIXES
-Alpha and Demo-
Bugfix, coins could stuck in the wall, losing ability to be magneted
Adequate collisions for projectiles hitting statues
Bugfix, Firebolt's burn ignored energy armor
Bugfix, wrong shield using animations
Further ai code optimization, it is especially better on locations with lots of enemies
Bugfix, while in Fighter's "Charge", for a powerful attack you can use a weapon in any hand
Exit keys, bottles and loot shouldn't get stuck in crates and furniture where previously they could be out of reach
Other minor fixes
-Only for Alpha-
Once again, trying to fix the hits of the Stalker's hound on the red batbirds, it must definitely work this time :-)
Bugfix, wrong shadows of ogres
Arrows and stones won't cause screen go red, when they hit Stromkeeper with Ice Charge turned on
Bugfix, red batbirds while staying in gases coughed like men
Electro's teleportation works better and more accurate
Archtower v0.4.3.0 build is ready! Free Demo updated as well.
v0.4.3.0 Patchnotes: [expand type="details"]
WHAT'S NEW
-Alpha and Demo-
Damaged equipment (gray quality)
Lockpicking system
New consumable: lockpick, archetypes who can use it: Ranger, Trickster, Specialist
Added a few new chests on floors (locked for lockpicking)
Two new achievements
New rare trait "Lucky", double drop chance, higher chance to survive
New trait "Picklock's child" - allows lockpicks for archetypes: Warrior, Scholar, Guardian
Advisor now gives useful tips for the player
Added setting, that lets you sell some equipment of some quality with Sell Junk button, except bags, ammo, power crystals, enhanced gear and starter equipment
New track for the Vanished clan's base
New track for floor 4
-Only for Alpha-
New quest
New trader for Clan's Domain, unlocked by quests
New green bag
CHANGES
-Alpha and Demo-
Redrawn minimap's frame
Equipment's description also contains its quality (Bad, Common, Good, Rare)
Energy cost discount: less dependent on INT, higher base bonus
Vital Damage has more impact on stuns, slowdowns and entrapments
Vital Damage and Mental Damage prefixes now have twice the chance to appear
Added text pop-up if item can't be sold
Different voice pitch for Brawlers, Warriors, Guardians and Specialists
Added Credits button to the title screen menu
Some gobloids and barrels might drop lockpicks
Dodge bonus from "Elusiveness" perk is improved for 50% if wearing hat and clothes, instead of armor
Other minor changes
-Only for Alpha-
Now you can find an Improved Slime and an Improved Female Spideron with a 100% chance of spawning in secret areas of 6-4
Rearranged some trees on the 6th floor, impassable trees stand more dense
Other minor changes
FIXES
-Alpha and Demo-
Fixed some bugs of showing clan's Fame bar
Slightly reduced image of hero in character's window
If hero can't use a consumable then there will be a sound alert for it
Instant exit from gobloid's base works the same as it does for the base of Wisdom Keepers (exit to 'choose floor' screen, instead of leaving the tower)
Added text pop-up if you have nothing to sell as junk for 'Sell Junk' button
Other minor fixes
-Only for Alpha-
Blocking/dodging mobs can't block/dodge being under the fear effect