Version 1.2 is LIVE NOW! This is a somewhat small patch, but has some stuff to get excited about, like the new items and the new general game balance. Also, players should have an easier time ranking up in general now - it should never take more than 2 wins to rank you up.
Without further adieu, here's the patch notes!
- New item Spiked Armor - less armor than plate, costs less, but returns 25% of incoming physical damage. Note: this effect does not stack!
- New item: Candleabra - this item costs 3000 gold, but gives you 12 gold per turn, and a little bit of magic resist. Might be interesting! Who knows!?
- Leveling up should happen a bit faster now (increased base amount per win from 45% to 50%)
- The scaling of the game should happen a lot faster now. It used to take 650 turns to reach full monster power, down from 700.
- Minor fixes to help screen
- Minor fixes to options screen
Enjoy!
Version 1.1 Patch Notes!
WOW! A new patch already! There were a few quality of life improvements I wanted to get in there ASAP after the launch so that people could really enjoy the game. I think this patch adds a lot in terms of the new late-game, high power items, the liches spawning to the other sides of the map, and being able to hit "Play Again". Also, it was gonna take you FOREVER to level up in Quick Play before. That's fixed. Enjoy!
Version 1.1 - Liches now teleport to another lane randomly upon spawning, watch out!
- Quick Play was only giving 10 crystals per match. Now gives the same amount as Play Mode.
- The incorrect mode was showing up top left during play. This has been fixed
- The game now behaves correctly upon hitting "Play Again" after winning or losing a match
- Nerf to the Staff (250=>200 damage per charge)
- Axes cost more and deal more damage. 2000=>2300 cost, 30=>40 damage.
- Bracelets were not randomly generating before
- New item: Pitchfork. Very expensive high-magic damage item that also gives 15 of every other stat as well.
- Daggers buffed (4=>6 damage)
We're out of early access! (And version 1.0 patch notes!)
We're live and out of early access! Let us know what you think!
VERSION 1.0 - Lemon disabled for now
- New item: Staff. Deals 250 damage to all monsters and enemy minions on the map. 3 charges. Twice as rare than other items.
- The first two Guardians that spawn have slightly nerfed health (80% and 90% of normal).
- Golem base attack damage reduced from 25 to 23
- Golem throw distance increased from 7 ro 5
- Ninja attack damage increased from 43 to 50
- Tanks can be pushed/uppercutted
- Title screen now has rank listed under Play and Quickplay modes
- Throw Rock buffed (30 to 80 damage)
- Scrolls should be much cheaper now (maybe even worth it!)
- Fixed several bugs
- Out of early access!
- New logo!
Here's the new trailer, also: https://youtu.be/YFjgMkE_3vw
Version 0.9 Patch Notes!
Hey all! This patch represents another massive step for the game, in that we've gotten rid of a lot of the vestigial stuff from when ETO (Formerly Push the Lane) was going to be a free to play game. The primary system that really was vestigial and under-developed was the cards system. I think it's possible to take our cards system and kind of build it out into something that's fun to use. Some have given us cool ideas like making items be cards, so your deck is your inventory, stuff like that. I think there's a lot we can do with the system in the future, and it's not deleted, it's just disabled, so we can always come back to it. But for now I think it's actually just best if the cards aren't there.
This patch also adds another character, Lemon. She's like a dancy jumpy wizard who bounces all over the place. She currently is not animating or playing sounds, but she should be pretty fun to play as anyway. I think she's the most interesting character yet.
Beyond that, it's just a nice big ol' patch. Enjoy!
0.9 patch notes
- Wisps' range reduced by 1
- Wisps' magic resist nerfed
- No more unlocks (for now). All content is unlocked.
- Cards system disabled (for now). We just don't have the budget/resources to give this system the love it needs. Also, it's sort of vestigial from when ETO was going to be a Free to Play game anyway
- Minions should no longer bunch up at the ends of the lanes
- A bunch of new sounds added to the game
- Removed lane-end chests from the ends of the side lanes
- Several improvements to win/loss screens
- When you sell items the shop actually updates which ones you can afford now
- NEW CHARACTER: Lemon, added to the game. She currently has no animations/sound but otherwise is totally functional.
- Miscellaneous bug fixes
IGF entrant page, and new patch coming this week
A new BIG patch featuring a new character, new sounds and lots of other neat features is coming this week!
Also, we now have an IGF entrant page!
http://igf.com/escape-omnochronom
It's not a voting thing, but root for us! :D
See you soon!
Whoops! Executable-Trouble!
If you experienced a problem running the game over the last 24 hours, it's not you, it's me! I'm really sorry about that - we pushed 0.8 on a new computer and for some reason its executable was missing the "!" at the end of the name (which, as you know, is important! It's demanding that you ESCAPE this Omnochronom already!)
Anyway - I'm so sorry about this issue and if you RESTART STEAM now it should work! Let me know if you have any other troubles!
Love, Keith
Version 0.8 Patch Notes!
This is a balance patch, mostly, although a bit of "cleanup". In general I've been in meat-cleaver mode with this game, hacking huge pieces away at it and trying to make it work. I think each version should be becoming significantly more playable. This, I think, should be far and away the most playable version of this game yet.
Also there were a couple of really big, weird bugs that had been plaguing the game for a long time that have been cleaned up - like the game would lie to players about which rank they were playing at.
Overall retuning of the difficulty level balance - game should actually be easy at low levels now finally
Fixed the rank display which was bugged in several areas
Rank display is now top left at all times
Monsters and guardians now pass their first turn, so no getting chopped by a Ninja the instant you kill a tower
Defender Minions removed entirely
Machine block health bar is now in the correct position
You spawn a bit higher up.
From your spawn point up in the jungle won’t spawn monsters anymore, so you’re safe there (no more getting MOBBED at spawn)
Respawn point now matches spawn point
Item drops improved slightly, and also made a bit more varied
Golems can now be uppercutted
Version 0.7 Patch Notes!
This is a big one! Two main goals with this patch: balance and clarity.
For a long time, there have been a few things about this game that no one really understood but me. Some stuff was just too disconnected and weird. There actually was a cool system for how Guardians spawned and how the side lane towers interconnected with the top lane towers in spawning Guardians. But it was just too weird and impenetrable a system, unfortunately. Similar was the idea that an item spawned where the Guardian originally spawned, rather than just spawning when the Guardian dies.
Similarly problematic was the whole “lane chests” concept. It’s just super unintuitive to players to think that a minion will unlock
Also, the Tesla Cart was good in theory, and probably worked fine for players who already knew what was going on, but was just a confusing strange road block for new players.
A few things need to be revisited later, like zones are weird now (they don’t mean too much) and side lanes, it should be clear that there is no reason to push them all the way out.
I think this version should be far more balanced and clear. Please give it a shot and let me know what you think!
Patch Notes
ITEMS
Scrolls are much, much cheaper now
Globes are now worth 2 points of attack each
There will no longer be scrolls of smashing, which didn’t make much sense
Lane chests removed
MONSTERS/GUARDIANS
Vaults are gone. Guardians now spawn from destroying an enemy tower
Guardians drop items every time
Monsters now drop items – one every 10-13 monsters, ~500-800 value
Forest now spawns way MORE monsters, so it’s a good way to get treasure that way. Super Skeletons will be a bit more rare.
Monsters generally nerfed
Dragon removed from forest
Spawn Minion card now spawns a Pusher Minion (so no more exploit wins) and costs more to use
Tesla Cart removed from the game (for now)
OTHER
You now deal random criticals with your basic attacks (2x damage)
2 more enemy towers on each lane
Minimap tweaked
Removed base wall
Towers deal about 10% less damage
Significantly more Crystals awarded in play and quickplay. This also scales based on the length of the match
New difficulty scaling for ranks
Version 0.6 Patch Notes!
A small, but significant patch. This patch has a few new items, some major balance tweaks, and one crucial bug fix.
GAME BALANCE
Starting gold increased from 300 to 700.
Monster spawn group size slightly reduced overall
Monster spawn rate slightly reduced overall
Tennor's Cardioid Blast damage increased significantly
Tennor's Jump damage increased significantly
Jelly health reduced slightly
Winchip's health increased slightly
Item prices tweaked significantly. Consumables should be more of a reasonable purchase now.
ITEMS
Two new suffixes added:
"Of Smashing" - has no active ability. You deal 50 bonus damage to towers when you have an "Of Smashing" item - but it is also the most expensive suffix at $550.
"Of Swapping" - swap places with an adjacent unit.
BUG FIXES / MISC
Major bug with item cooldowns not filling up properly fixed.
"Ring" graphic now looks like a ring - now how about that?
Item slots now appear properly on the UI
Items in item shop are no longer darkened out improperly
Version 0.5 Patch Notes!
Gameplay
New monster: Support Bot. Spawns in the Machine Zone. Has no attack, but heals nearby minions and monsters for 10% of max health every few turns.
New monster: Wisp. Spawns in the Temple Zone. Deals high magic damage and doesn’t try to get too close to the player – having a ranged monster is going to help a lot with the tactical game. This monster, along with the Temple Guardians, help reinforce the concept of getting Magic Resistance for Temple zones.
Monsters now spawn in groups of 3-6, depending on the zone – a big issue with the tactical game has been that you’re fighting one, maybe two monsters at a time. Having to fight several monsters at once makes the tactical space a lot more complex and allows abilities to mean much more.
Your towers now attack nearby monsters/guardians if there isn’t a minion to fire on. – I actually am probably going to need to increase the health of Guardians somewhat to compensate for this, but we’ll see. The basic idea is to create safe zones that disappear slowly over the course of the game.
Jelly monster now bumps the player back a tile with his attack (4 turn cooldown)
Super Skellies now spawn in the forest (but beware, they still look like normal skellies) that have higher stats.
Two new Temple Zone doodads that help it have a bit more of a shape and identity
Lane chests now drop 500 gold instead of random items
Lane chests also disappear upon opening – I thought the lane chests were too much of an obstacle, especially given how many of them there are.
UI
New UI implemented!
General design is simplified, smaller, and black – black goes with everything, but also I think the old UI never really distinguished itself enough from the gameplay. It was also a bit too illustrative and thematic. I think the UI just needs to be functional, and also more similar to that you’d see in DotA or League.
Minimap now has an opaque back again
Stat numbers made much smaller
Info panel no longer shows stats when you’re clicking on an ability
Health bar size reduced a bit
Health bars now always appear, not just when health < 100%
Health bars are now color coded per team – it occurred to me that because of the limited palette, it wasn’t always clear who was on what team. The health bars should really help indicated this. I’m still not sure what I’m going to do for the health bar colors, but one thing I am sure of is that we’re getting rid of the old “orange” health bars.
Items
Cooldown Reduction is now a thing. Rings now all have Cooldown reduction of 2, which means all your cooldowns will be 2 turns shorter with the ring in your inventory.
+2 additional inventory slots (was 6, now 8)
+5 items in the shop. I still need to do more work on this, because it seems like some kinds of items aren’t appearing as much as they should be. But the big problem before was that players didn’t have options really for what they could buy.
You can read the full patch notes here: http://keithburgun.net/escape-the-omnochronom-version-0-5-patch-notes/