Fixed princess turning around while chewing on something
Fixed companions running right into gaps after being freed
Improved princess interaction with the hammerguy
Improved princess behaviour with alcoves
Version 0.4.6 patch - bug fixes
Bug fixes
Fixed trapdoor to nowhere,
Fixed rare instances of broken doors at room ends
Fixed fake door alcove bug
Fixed respawn sometimes not working when bringing a bottle from the village
Fixed Now That's a Party achievement triggering at 6+ and not 5+
Fixed Barenudle Beast achievement
Update 3: Companion - Out Now
[p]Adventurers! The third Lucky Tower Ultimate update is out now! [/p][p][/p][p]This update features a new companion, a new game mode, and more.[/p][p][/p]
The Princess
[p]The Princess will be a new companion/enemy hybrid that can be found in the tower.
Winning the community vote for the new companion in March, The Princess can start out as an enemy disguised as a regular princess... but she can be convinced to join the party.
Her loyalty is tied to her hunger. Upon devouring corpses or characters, her mood will improve, and she will eventually join the party and become a companion. But watch out - she'll get hungry again, and she may turn against Von Wanst if she isn't properly fed.
The Princess devours most enemies upon contact, including sleeping monsters, bees, and hammermen.
[/p]
Peasant Mode
[p]We are introducing difficulty modes with this update, starting with the Peasant Mode. As you can guess from the name, it's an easier difficulty for those who are not yet ready for the knightliest virtues. It makes the game easier, but some Steam achievements will not be attainable when playing as a peasant.
This new system means we will be able to introduce more difficulty modes sometime in the future, so stay tuned!
If you're eager for a harder mode, let us know what you’d like: More floors? More or harder traps? Less items? Something completely different?
[/p]
Auto Hand Switch
[p]Update 3 will include the much requested option to turn off the current "auto-hand-switch." Meaning that Von Wanst will not automatically switch his hands when you grab something.
And more:[/p]
[p]New achievements! (Some which can't be achieved in Peasant Mode) [/p]
[p]25 New items and voice lines [/p]
[p]Steam trading cards (will be available this week)[/p]
[p]Female Townsfolk[/p]
[p][/p][p]Good luck persuading The Princess to join your party! Try to avoid becoming her dinner... [/p][p][/p][p][img src="https://clan.akamai.steamstatic.com/images/41006826/44888ac26ff2c852879d87365ce47af5c697cef2.png"][/p][p][img src="https://clan.akamai.steamstatic.com/images/41006826/c659d57d122d8fcdbcc36d6b6388c16babc402d4.png"][/p][p]Join the Lucky Tower community: [/p]
[p]Adventurers! Get ready to return to Evelius’s Tower with a new friend (or foe) by your side! Update 3 will launch on June 16 2025, at 6pm CET / 12pm ET.
Here’s what you can look forward to in Update 3:
[/p]
The Princess
[p]The Princess will be a new companion/enemy hybrid that can be found in the tower.
Winning the community vote for the new companion in March, The Princess can start out as an enemy disguised as a regular princess... but she can be convinced to join the party.
Her loyalty is tied to her hunger. Upon devouring corpses or characters, her mood will improve, and she will eventually join the party and become a companion. But watch out - she'll get hungry again, and she may turn against Von Wanst if she isn't properly fed.
The Princess devours most enemies upon contact, including sleeping monsters, bees, and hammermen.
[/p]
Peasant Mode
[p]We are introducing difficulty modes with this update, starting with the Peasant Mode. As you can guess from the name, it's an easier difficulty for those who are not yet ready for the knightliest virtues. It makes the game easier, but some Steam achievements will not be attainable when playing as a peasant.
This new system means we will be able to introduce more difficulty modes sometime in the future, so stay tuned!
If you're eager for a harder mode, let us know what you’d like: More floors? More or harder traps? Less items? Something completely different?
[/p]
Auto Hand Switch
[p]Update 3 will include the much requested option to turn off the current "auto-hand-switch." Meaning that Von Wanst will not automatically switch his hands when you grab something.
And more:[/p]
[p]New achievements! (Some which can't be achieved in Peasant Mode) [/p]
[p]25 New items and voice lines [/p]
[p]Steam trading cards[/p]
[p]Female Randos in the town [/p]
[p][/p][p]If you'd like to play the update now and help test it, you can download Update 3 via the public beta branch on Steam from today!Join the Studio Seufz Discord server to share feedback and bug reports. Achievements and trading cards will be unlocked on the 16th.
To access the public beta, right-click on the game in library view, select properties -> Betas and then "public-beta" from the drop-down menu.
Thank you for playing Lucky Tower Ultimate, we hope you enjoy the new update![/p][p][/p][p][img src="https://clan.akamai.steamstatic.com/images/41006826/44888ac26ff2c852879d87365ce47af5c697cef2.png"][/p][p][img src="https://clan.akamai.steamstatic.com/images/41006826/d8a7881b0bd84ba9097ab3d0ce7630e6c0835b9c.png"][TAG-50][/p][p][img src="https://clan.akamai.steamstatic.com/images/41006826/1ba3ada99b0d8bc82558142aacfe261043f71d52.png"][/p][p][img src="https://clan.akamai.steamstatic.com/images/41006826/f991a6a281fe22950f5f8aef1f6d13b13c18f83f.png"][/p][p] Join the Lucky Tower community: [/p]
Fixed a blackscreen that could occur when switching rooms after a killing spree
Fixed a blackscreen (plus added safety) when dropping explosive potions from the balcony
Fixed a graphical glitch of hooks above stakes
Version 0.3.14 patch - bug fixes, other
Bug fixes
Fixed items disappearing in pipes
Fixed trolls not being hit by damage potions
Fixed some issues with trap items in the pipe system
The trigger for the lights out trap can't be jumped over anymore
Another fix for Evelius Hunter flying backwards
Fixed an enemy corpse render order issue that made them appear over NPCs
Other
Made the frame a bit prettier
A new village safety for crashes. As soon as you enter the final gate, you should now be safe to be in the village with your equipment afterwards, even after a crash or freeze that forces you to quit to desktop or the main menu
Version 0.3.13 patch - bug fixes
Bug fixes
Fixed companions randomly standing around and dialogue not working after looting an enemy
Fixed some cases of companions not following into the next room (especially while they're busy jumping over gaps)
Fixed Evelius Hunter flying backwards
Updated render order of enemy corpses: most items should now be rendered in front of corpses, making them easier to pick up
Fixed one blackscreen that happened when respawning in a room with a hammerguy
Evelius actually pauses dialogue when opening the ingame menu during the tutorial
Fixed weird item offsets when returning from the headroom
Trolls should no longer get stuck at ledges
Fixed pipe system breaking when directly equipping a barrel out of it
Fixed armors not being interactable anymore when removed from hooks by Randos
Fixed Hubert and Randos always dying when being sent into a room
Version 0.3.12 patch - bug fixes, balancing, other
Bug fixes
It's no longer possible to pick up Hubert in his parents house
Explosion potion can now be brewed correctly
Fixed some village potion bugs
Added safety for "Sound of Silence" achievement
Improved consistency of portcullis animation in front of doors
Fixed throwing items at Evelius in the final room causing him to turn braindead
Von Wanst shouldn't randomly start walking anymore
Small visual fixes of pillars being rendered in the wrong layer
Fixed dead animals put into the pipe suddenly becoming alive again
Fixed a bug that could lead to coin piles facing upside down in the village
Items that were gilded from gold potions are now being correctly stomped into disks
Balancing + Other
Added more visual indicators for the hammerguy, since he was hard to notice when playing without sound
Lockengold potion now heals poison
Thrown potions now remove goo on the floor
Enemies get angry when looting them (and they're not already angry), especially relevant if you yourself are a monster
Gunpowder kegs + wind trap interaction improved: The fuse will burn longer if there's a monster with a fan in front of it
Added a door to leave the monkey zone / item vault earlier. It's on the very left of the area. Helpful in case you want to say "nothing" to the genie, riddle master or pawn shop clerk
Version 0.3.11 patch - bug fixes, balancing
Bug fixes
Reworked goo landing interactions with some objects
Fixed Wanst not being able to climb stairs when following a companion to a door
Fixed a bug where companions didn't reappear after leaving the toilet
Fixed a bug where companion shadows would stay in front of the toilet door
Added fallbacks for companions facing the wrong direction after leaving the tower
Fixed rake not being hittable with the fist
Improved Evelius interruption behaviour (should remove a few braindead cases)
Improved several village colliders
Some small Evelius improvements (cloud smoother, enemy spawn prettier)
Fixed floaty companions after hiding from a hammerguy
Fixed companions teleporting to Wanst on the balcony, when entering it from below
When unequipping armors they shake similar to helmets or gold pouches now
Fixed dead items after transforming to a monster or back to wanst-Fixed village cave gold expolit
Fixed village death exploit
Items that Evelius asks for should now always spawn on the current floor.
Adjusted player damage behavior as a monster to align more closely with damage handling when playing as Von Wanst
Fixed bats flying behavior breaking when being hit by explosion potions
Polished how bats interact with the player when he is a monster
Fixed bats floating without animation
Bats can now be affected by transformation, gold, weird and anti potions
Balancing
Pipe System buff: It no longer deactivates when changing rooms, and you can now always insert items for free. This should make the pipe system more attractive to use within the tower.
Alva nerf: She now carries only one potion for each of her three options. It was too great of an exploit to generate infinite amounts of potions.
Re-balanced cave chests for a better spawn rate of unique items like busts.
Version 0.3.10 patch - bug fixes, other, V-Sync option
Bug fixes
Fixed a cup player softlock
Fixed error when starting combat while Alva is hidden
Improved Monsters in the dark not spawning directly in front of the player
Fixed braindead/floating Evelius after he punishes you
Fixed several instances of companions not following Von Wanst anymore after transforming to a monster and back
Fixed Evelius taking wrong items
Fixed braindead Evelius after dropping specific items
Fixed Evelius duplicating items
Fixed some visual glitches of the monkey
Fixed bear trap weight
Hopefully fixed companions being rendered behind the scenery
Fixed an instance where Wanst would turn into a limbless abomination after entering the monkey zone
Fixed cup player eating and crying audio glitches
Adjusted how the monkey holds small animals
Fixed walking into balcony doors and picking up items while falling past them
Fixed loot animation not stopping after entering an alcove
Fixed Hammerguy sometimes not starting to run again, when hitting him
Fixed Evelius Demand Gold / Companion softlock
Fixed companion underpants
Fixed a respawn bottle blackscreen after being killed by the monsters in the dark
Other
There's now a V-Sync option in the Graphics setting. V-Sync is ON by default (recommended setting). This caps the FPS depending on your monitor. If you turn off V-Sync, you can adjust the max FPS. If you do, it is recommended to choose a max FPS that is a multiple of your monitor's refresh rate, else you might experience screen tearing, especially in the village
Improved functionality of Alva's cauldron (Lockengold and Explosion potion still can't be brewed there though, that will be fixed in a later patch)