Our next update for Castle Torgeath is planned for mid-August 2016. We plan to make major improvements to the User Interface. We also plan on completing scenery and effects for level 5. A major improvement to the player including weapons and animations is currently in progress but will not be ready until sometime in September. See you then!
Castle Torgeath 0.9.8C is Ready – Major Update to Mob AI and Level 4 (Royal Chambers)
Hello everyone!
This release contains a major update to mob AI and level 4 scenery and effects. The new mob AI additions allow enemies to work together better. They don’t bump into each other as much and will be able to move around the player to attack simultaneously rather than the near single file attacks from before. While all enemies have those capabilities, certain enemies now have cooperative behavior which allows them to call upon nearby allies to aid them if they are fighting the player.
As a result of the improvements to mob AI and single combat we rebalanced both hit scores and survival elements to make it easier to live in the earlier levels. We also added armor to some humanoid enemy types (e.g. skeleton warlords). Basically certain enemies have areas that look heavily armored around parts of the body and if you were to hit those parts the damage would be reduced.
In addition to the enemies getting a boost, the player weapons have been adjusted in hit value per type of strike (e.g. overhead vs swing). Each weapon type’s armor penetration value and speed is now different so that each one is better depending on the situation. For example, the player sword has the fastest attacks but is not as effective as a mace against armored enemies.
We have also completed all additions to scenery in level 4 (second orc level). These include many new effects (e.g. fires, earthquakes). Finally, we were able to improve performance in level 4.
Here are some screenshots of new effects in Level 4:
Here are the full details of the update:
Improved mob AI behavior for all enemy types
Added cooperative group behavior for some enemies
Added new scenery and effects in level 4 (e.g. fires, earthquakes, magic poison)
Added new scenery and effects in Levels 1 and 2
Added armor to some humanoid enemy types
Player weapon differentiation now includes armor effects
Rebalanced all levels for mob AI and combat style
Improved performance in level 4
Fix several minor bugs
Thanks for your feedback and support. Let us know what you think about our new changes!
Castle Torgeath – Next Planned Release
Hello everyone!
Our next update for Castle Torgeath is planned for mid-July 2016. We plan to complete all outstanding combat improvements including mob AI as well as another round of rebalancing. We also plan on completing scenery and effects for level 4. See you then.
Castle Torgeath 0.9.8B is Ready – Major Update to Combat and Level 3 (Smithy)
Hello everyone!
This release contains a major update to enemy combat and level 3 scenery and effects. We have reworked enemy one-on-one melee combat to have much better flow and feel. Specifically, the enemies can react much better to a moving target especially their ability to follow, dodge, attack, and get hit in any combination. Also all humanoid enemies (e.g. orcs, skeletons, morphs) can now open doors. We have also added a new morph enemy type that is now used in levels 3 and 4.
We have also completed all additions to scenery in level 3 (first orc level). These include many new exciting effects (e.g. fog, fires) as well as some new surprises (e.g. earthquakes, bats). Finally, we had to rebalance enemy hit scores for the now more challenging combat style.
Here are the full details of the update:
Added new morph creature in levels 3 and 4
Added new scenery in level 3
Added new effects in level 3 (e.g. fires, bats, fog, earthquakes)
Updated level 3 orc general boss battle
Adjusted enemy hit response to look more realistic
Major update to single combat by all enemy types for better flow and effect
Killed enemies now respond to hits
Rebalanced for new single combat style
Humanoid enemies can now open doors that have no locks
Updated credits page
Slightly improved game’s performance
Fix several minor bugs
Here is a picture of the new morph enemy in Level 3:
Here is a new effect in Level 3:
Here is another new effect in Level 3:
Thanks for your feedback and support. Let us know what you think about our new changes!
Castle Torgeath - Update 0.9.8b will be out soon!
Our next update will be avaliable on 6/19/2016 and will include the first round of combat upgrades which has new and improved one on one fighting. We will also have additional artwork in level 3, revised credits, and a new morph enemy. Till then here is a picture of a new effect in Level 3:
Castle Torgeath – Next Planned Update
Hello everyone!
Our next update is planned for the middle of June 2016. We are focusing this time on making a general combat improvement and improving the intelligence of the enemies. Our hope is to step up the enemy’s reaction time, cooperation, and other elements of their behavior. We also plan on completing Level 3. See you then!
Castle Torgeath 0.9.8 Update Is Ready – Morph Fog Added!
Hello everyone!
This release contains our new “reanimation fog” feature and many new surprises. The reanimation fog (aka Morph Fog) is a new mechanic in the game that can reanimate and morph killed enemies. The odds of the fog doing this are shown with a new HUD orb. We currently have two types of morph enemies and will add more in the future.
We have also completed all additions to scenery in level's 1 and 2. These include many new exciting effects (e.g. poison gas) as well as some new surprises (e.g. ambushes). Finally, we have added custom cursors for use in aiming range weapons, selection and pickup of items, and talking with NPC’s.
Here are the full details of the update:
Added reanimation fog (aka Morph Fog)
Add new morph enemies including werewolf and dark wolf
Added new ambush features in level 1 and 2.
Added new effects (e.g. poison gas) in level 1 and 2
Added custom cursors for aim, talk, and select
Updated HUD with morph fog status
Updated help page
Improved enemy AI around doors and gates
Completed all scenery and features/effects in level 1
Completed all scenery and features/effects in level 2
Made minor improvements to the player’s animations
Fix several minor bugs
Thanks for your feedback and support. Let us know what you think about our new changes!
Castle Torgeath - Update 0.9.8 will be ready soon!
Our next update is expected to be ready on 5/9/16 and includes our latest feature the reanimation fog. We also added custom cursors (e.g. aim, talk, pickup) as well as enemies which are now smarter around doors and gates. In addition, we improved player attack animations and added several surprises in levels 1 and 2.
Castle Torgeath – Plans for the Next Update
Hello everyone!
Our next release is tentatively scheduled for late April to early May 2016. We intend to add new and unique combat features to add spice to the game. The first will be advanced use of the player torch to make it more of a tool than a light source. The second is that due to the presence of the Hell Gate enemies may reanimate and morph into something much more dangerous! We also plan on finishing up level 2 and adding highlighting of pickable objects. See you then!
Castle Torgeath 0.9.7C Update Is Now Out!
Hello everyone!
We have made another major release with improvements to combat and graphics. Combat now provides a much more realistic response to hits by enemies. In addition, we rebalanced the enemies for better effect. The player also responds to hits in a much more realistic way, and we have added great new blood effects.
We made significant changes to the look of the game with improved lighting and graphics quality. The dungeon environment walls and scenery now have a much better look due to use of advanced shaders. Most of you should be able to run with these settings but please use Main Menu Options Graphic Quality Level to select the option that works best for you.
We also made significant additions to scenery in level 2 and made some minor improvements in level 1 as well. Finally, the beast wolf now fights and sounds a lot better.
Here are the full details of the update:
Improved graphics with advanced shaders and camera effects
Enhanced lighting in the game
Player hit now includes blood effects and shake
All enemy types now physically respond to hits from player
Art and scenery in level 2 is mostly complete
Improvements to scenery in level 1
Beast wolf sounds were updated
Rebalanced enemy combat
Fix several minor bugs
Thanks for your feedback and support. Let us know what you think about our new changes!