Tom vs. The Armies of Hell cover
Tom vs. The Armies of Hell screenshot
Genre: Adventure, Indie

Tom vs. The Armies of Hell

Bug Fix Update

Hey everyone,

Just a heads up, there were a few recent updates to address some weird bugs that seemed to show up despite the game being unchanged for quite a long time. As far as I can tell things should be working now. The mini map is still a little weird (making it "good" is probably beyond the scope of the time I'm able to spend on the game these days) but its better than it was.

Additionally I made a simple, but useful change to the last level by tweaking the final checkpoint and adding an extra chest (as well as increasing the amount of stuff dropped by the chests at the end) to make fighting the last boss slightly less infuriating.

Finally, I fixed all the broken movie cinematics. Somehow they had become broken, but they should be working now.

So yeah, hopefully if anyone still plays the game, this makes it slightly less awful. If you run into any game-breaking bugs, definitely let me know. In general I've had to move on to other projects (along with focusing on my day job), but that doesn't mean I want to leave the game in a broken state.

-Sean

Difficulty Adjustment Live

Hey Everyone,

Been a while since my last update, but I heard some more feedback that easy mode wasn't yet easy enough. So, I decided to crank everything down another notch, including Normal and Hard modes. Items now drop a little bit more frequently in all modes, enemies do less damage overall (a little bit at least), and Easy mode gives you a bunch more ammo per soul. Hopefully that gets easy mode into a more enjoyable territory. If not, let me know, and I'll keep hammering at it.

Changes:



  • Enemies do slightly less damage overall
  • More frequent health/energy drops
  • More ammo per soul in easy mode


-Sean

Easy Mode now Noticably Easier

The balance update I had on the experimental branch is now live on the default branch. In easy mode, you should notice enemies do a little less damage, and they require less damage to kill. There were also some changes to the first boss's attack timing (he should be easier to dodge now).

Difficulty update on Experimental Branch

Hey Everyone,

I just pushed out a new update to the experimental branch. It should make easy mode quite a bit easier (drastically reduced damage taken, and slightly reduced enemy speed), and should make the first boss easier overall (made some slight adjustments to his attack speed/warning times).

Let me know if this is worse, better, or not noticably different, and obviously if you run into anything broken. If nothing explodes, I'll move the update to the default branch in a day or two.

-Sean

New Fix Released for Bad Saves

Hey everyone,

Bad news is, there was a bug out there that would appear to corrupt your saves after you beat the game. Good news is, it wasn't really corrupting anything, it was just being dumb. Just pushed a fix to address the issue. The only weird thing remaining is, any save-games you have with the game beaten will say "Game Complete" in thier save-slot the first time you load them, and then "Fortress of Wrath" the next time. It's another purely visual bug that I'll fix in a later update, but I didn't want to wait on the hot-fix to get the larger issues solved.

As always, let me know if you run into any problems.

-Sean

Changes moved to Default Branch

Minor announcement, but I moved the previously mentioned experimental changes over to the default branch, along with a quick fix to a missing wall section in Level 5.

-Sena

More Fixes on Experimental

Fixed a few more player-reported issues on the experimental branch (will push to default once it sits for a day with no issues). Here's the quick list:


  • gluttony would sometimes just get stuck after breath attack
  • what items explanations/tutorials you had seen already wasn't saving correctly and so they would pop up again if you reloaded. super lame/annoying.
  • items you had equiped when you loaded a game were cosmetically there, but didn't provide any benefit.
  • very obscure bug related to starting a boss cutscene during respawn (you could move/fight during the cutscene). this one should be fixed now, but is hard for me to repro, so let me know if you still see it.

Changes on Experimental Branch

Just pushed a few more changes onto the experimental branch. One was just a dialog/cinematic change to make a scene in level 3 make slightly more sense. If you don't know what that means, don't worry about it, you either aren't there yet or didn't notice, which is just fine.

The other change is to make Agony, the boss of level 5, more difficult. From the sounds of it it was a bit of a push-over as is. The changes made to him are as follows:


  • faster turn radius (but no longer snaps to face you as often)
  • faster, longer linear spike waves (less warning as well)
  • much faster radial spike waves
  • longer stun and more damage on traps
  • slightly faster movement speed


I'm still not necessarily happy with where he is yet, but I need to think more about what I can do overall. Still, this should at least ensure he has some level of challenge to his encounter (which definitley wasn't the case before)

Update: Various Tweaks and Last Boss Glitch Fix!

I fail at QA. Probably because I have no QA team... or team. Anyway, thanks, again, to some reports from very understanding users, I have a batch of fixes here. This update includes the ones previously pushed to the experimental branch (and detailed in the previous announcement), as well as the following new fixes:


level 4



  • gluttony feed bite does less damage and heals less
  • gluttony must now be at leat somewhat facing you before attacking with his charge/beam, and should no longer snap to facing you
  • fixed a bug causing gluttony to spawn feeder ghouls in invalid locations (such as behind him)
  • slightly increased gluttony's hitpoints to account for what should be an easier fight overall


level 6


Update on Experimental Branch 8-4-2016

Hey all,

Thanks to some great feedback from a few users, I've made a few tweaks that will hopefully make things slightly less frustrating difficulty wise on the first two bosses (as well as some bug fixes). Here's a list of the things that have changed:


  • Void Beast attack tells are slightly longer
  • Unpaid Intern difficulty has slightly reduced enemy damage
  • Junkyard Hopper no longer instantly turns for his melee attacks, he has to turn at his intended turn-rate
  • Junkyard Hopper attack tells increased slightly
  • Junkyard Hopper fire damage reduced
  • Pre boss waves slightly reduced on level 2
  • Dive rolling now puts out the fire Dot if you are burning
  • fixed a weird music bug that was causing music intro clips to play twice
  • slightly decreased music compression to give better audio quality
  • fixed an issue causing no health drops in level 6 (isn't supposed to be THAT hard)


I think that's it. Since its a largeish set of changes, and I rushed them out in one evening after work, I'm going to leave it on the experimental branch over night until I do some more testing, then move it to default. Also, if anyone else has any difficulty feedback, I'm all ears. My goal is that normal mode is challenging, hard-mode is nearly impossible, but easy mode should be reaosnablly playable, so if I'm missing that for anyone please let me know, and let me know specifically what areas seem to difficult.

Thanks again for playing, and thanks for the great feedback!

-Sean