[p]Dear Community,[/p][p]After a few weeks of development on the new room concept, we'd like to share our current progress with you.[/p][p][/p]
The New Room Concept
[p]The overhaul of the Dungeon Editor, which was intended to significantly simplify dungeon design, is unfortunately not working as well as we had hoped. The usability doesn't feel good, and switching between the different modes (rooms and units) is very confusing. Therefore, we've stopped this development and tried to revisit the original problem:[/p][p][/p][p]Rooms are difficult to balance against each other in the current version, as the monsters and traps in one room can have too much of an impact on the others – this is mainly due to the dimensions and connection points of the rooms.[/p][p][/p][p]Without having to intervene too much in the existing system, we've decided to adapt a few rooms. This is primarily done by replacing railings with walls, which prevents traps and ranged enemies from working on parallel paths.[/p][p][/p][p]This allows us to balance the old rooms in the old room concept with flexible room sizes.[/p][p][/p]
Empty Rooms - Boring for Players and Spectators
[p]These points have been raised several times, and we want to change this situation with the next update. Every room placed in the dungeon must be equipped with a minimum number of defense points.[/p][p][/p][p]This means that the more rooms you want to use, the more spread out the maximum available defense points will have to be.[/p][p][/p]
Defense Points for Dungeon and Rooms
[p]We received many ideas and comments on this point. We have decided that the defense points for the entire dungeon will be fixed by the player's level and will not change depending on the number of rooms used.[/p][p][/p][p]There will also be a change to rooms. In the future, rooms will already have the maximum possible defense points at level 1 – but each room will receive a maximum number of defense points that matches the available space. Room level upgrades will be slightly cheaper, and level upgrades unlock new default designs that can be customized for each room.[/p][p][/p]
Healing Over Time
[p]There have also been some discussions and comments on this topic in Discord. It feels wrong that players in a game like Tormentis have to stand in a corner for 20 seconds to fully heal. This isn't exciting to watch in replays, either. Therefore, we've decided to disable healing over time in the next update. At the same time, we'll significantly reduce potion cooldowns so they can be used more flexibly and limit the potions to a fixed amount that can be used in a dungeon.[/p][p][/p]
New Rooms
[p]We've developed 15 new rooms for the new room concept. Even if the new room concept isn't implemented as planned, we'd like to incorporate a few new rooms.[/p][p][/p]
Conclusion
[p]Even though we lost a bit of time with the new room concept and the editor overhaul, we've gotten some ideas for how we can incorporate an optional construction mode in the future, which should make placing rooms much easier.[/p][p][/p][p]As you read in our last Steam News, we want to expand Tormentis' functionality—not just revise and improve existing systems in the game.[/p][p][/p][p]We plan to release the new update in mid-July.[/p]
Update V0.5.1 - Bugfixes
There's a small update V0.5.1 that primarily fixes the movement issues from V0.5.0. Additionally, as mentioned in the Discord chat, we've reduced the achievement counters for dungeon releases from 1, 5, 25 to 1, 3, 5. If every player creates 25 dungeons just to get the achievement, we'll lose track ;-)
All changes from V0.5.1
fixed directional movement (WASD and mobile)
adjusted achievements
skill effects on the loot screen are now hidden
fixed the news frame on the welcome screen
V0.5.0 - Steam-Achievements & Balancing
Dear Community,
We are very pleased to release the next major update V0.5.0.
Achievements System
It's been requested for a long time – now there are achievements for Tormentis too. Since mobile players should also have this feature, it was a bit more complicated, and a system had to be developed that manages all data and counters on the server side and awards achievements, which are then synchronized with Steam.
There are 38 achievements in total, 4 of which are hidden. We hope you enjoy hunting and discovering achievements!
Daily Login Calendar
From now on, players will receive small rewards every day. The login calendar contains 7 rewards that can be collected one after the other. We don't want players to feel pressured. Therefore, the calendar has been designed so that it doesn't reset just because you don't have time to play for 1-2 days. Only after three days does the calendar reset to day 1.
There are currently three different login calendars tied to level ranges. More will be added in the future.
Balancing
There are currently several topics in Discord regarding balancing. We are monitoring these topics very closely and trying to compare and understand players' opinions and feelings with the collected data and dungeon results.
The first skills have already been adjusted, and more will follow in the next updates.
Vision: Revising the League System
Our vision is to develop a game with a competitive league system that is fun for both casual and dedicated players. Therefore, we are planning a major overhaul in an upcoming major update.
While losing league points can be demotivating for casual players, dedicated players demand a strong focus on their dungeon defense and a noticeable loss of league points when conquering dungeons.
We want to implement this in different leagues, where the importance of one's own dungeon defense and the potential loss of trophies increase with increasing league level.
The duration of a league season should be significantly shortened so that no player feels compelled to play for four or six weeks in a row to actively participate in league activities. We also want to limit the number of attacks per season – each player should be able to decide when these attacks are carried out or adapt them to their own circumstances.
Due to the shortened duration of a league season, somewhat smaller rewards have to be distributed. Here, we would like to introduce a token system that allows players to purchase special rewards for league tokens, including cosmetics and other special rewards.
We would, of course, be very happy to hear your ideas and thoughts on this vision and share them with us on Discord or our Steam Community board!
Outlook
In the coming updates, we plan to implement the new room system and further revise the skills to ensure a balanced approach across all weapon types.
Furthermore, we've decided that this update will be the last major update without new dungeon assets (cosmetic content, dungeon themes, dungeon backgrounds, new monsters, or traps). With this, we want to begin further expanding the game's variety with each upcoming major update.
All Changes
Achievement System (including Steam Achievements)
Daily Login Rewards
Visible Instance ID for better support
Game now pauses when the dungeon menu is open
Enemy refresh cost increased
Call of Armor skill effect icon fixed
Error handling of loaded dungeons improved
Boss Arena space on minimap fixed
Arctic Spear damage fixed
Settings - Shadow can now be properly deactivated
Reforging resource cost reduced
Unit placement in the Boss Arena tree fixed
Space requirements of various units revised (Basic 1x1, Elite 2x2 to 2x3, Boss 3x3)
Connected crossplay Steam + Mobile without ads on mobile devices
Balancing Changes Skills
Cold Arrow: Increased arrow speed
Cold Arrow: Increased hit radius
Fire Arrow: Increased arrow speed
Fire Arrow: Increased hit radius
Explosive Arrow: Increased hit radius
Explosive Arrow: Slightly increased effect radius
Multishot: Slightly increased hit radius
Arctic Spear: Slightly increased hit radius
Arctic Spear: Increased damage
Firebolt: Increased arrow speed
Firebolt: Increased hit radius
Barrage: Reduced cooldown
Barrage: Slightly increased damage
Dodge: Increased skill effect duration
Dodge: Slightly increased passive bonus
We would like to warmly welcome new players and would be delighted to see you on Discord.
We hope you enjoy the new game features and changes!
Your Tormentis Team Oliver and Andrea
Update V0.4.3 - Gameplay & Security
Dear players,
Today's update addresses two major issues and one minor fix that was reported on Discord or in the Steam community.
Gameplay
The first major issue is player and creature desyncs, which have been significantly improved through updates in recent months, but were still occasionally noticeable. Over the past few weeks, we've been working intensively on a final solution that completely resolves the sync issue. Hero control also feels significantly better and more direct now.
Security
After the first changes were implemented a few weeks ago, which completed and encrypted all dungeon game data, there were further attempts to manipulate dungeon results. Additional security measures have also been implemented here, ensuring that the data is transmitted encrypted and securely, and an additional check is performed to verify data integrity.
Further security measures have already been implemented on a test basis and can be activated for players with suspicious activity.
At this point, we would like to address an important issue: we do not want to ban accounts. We would only take this measure if there is a threat to server operations. Nevertheless, we need reliable measures to combat deliberate manipulation and ways to maintain game balance.
In the future, these will be implemented through a penalty system that, in the event of multiple confirmed manipulation attempts, will temporarily influence various game factors: experience point gain, gold gain, trophies, loot quantity, and loot quality. Affected players will see a message in the game.
Even though Tormentis is played competitively against each other in League Mode, we want to ensure fair interaction and competition within the engine without manipulation.
The new update V0.4.0 primarily adjusts the balance in the endgame. There's also a new room that allows a second boss to be placed in the dungeon.
Boss Arena (new room concept)
We've collected a lot of feedback from you over the past few weeks and months, and one thing has caught our attention. Room placement is a problem, especially for touch input and future controller support.
We've therefore decided to test a new room concept that will allow for a checkerboard-like room placement in the future, as connection points from room to room will be consistently in the same places.
If the system works well, one of the next updates will include a complete overhaul of all rooms, including the addition of a mode for room arrangement.
The new room is already visible in the menu, but can only be purchased once all players on all platforms have access to the new version. The room is expected to be unlocked on Monday, April 7th.
Auto-aim for skills with non-mouse input methods
Touch and future controller inputs have an initial auto-aim function, so skills begin on the targeted target instead of the hero's position.
Stacking Sound Effects
With some traps and monster attacks, sound effects could overlap and become much too loud. We've improved this issue with a new sound effects management system, making it much more pleasant.
Preparing Achievements
Unfortunately, you can't see any of this yet, but we've completed all preparations so that we can finally include achievements in the next update.
Balancing
We're continuing to work on improving balance, especially for the endgame. We've slightly increased the damage of units starting at level 20 and adjusted the health of units, especially for the final levels.
We've also started adjusting some skills. With this patch, the Ice Storm now targets the hero's position instead of a radius, and we've increased the movement speed of lightning bolts.
We're closely monitoring the balancing and will continue to make further adjustments in the future. We'll adjust the defense points per room soon after the new room concept is complete. We already have some ideas on this, which we'll publish and share with you shortly.
General and Outlook
In addition to the major issues, we've fixed most of the known and reported issues and implemented some of the Discord suggestions.
In the next major update, V0.5.X, we plan to implement achievements and rework skills so that they work equally well with all input methods (including controllers). We also plan to implement initial controller support for gameplay, allowing players to play dungeons with a controller.
Another important feature we'll like to add soon is be the ability to change and expand more than just the basic data in existing versions without official patches. This way, new game elements will be available to all players during ongoing operations by simply logging back into the live world.
Complete Changelog V0.4.0
New boss arena room (new room concept)
Adjustments to damage and health for all units (balancing)
Auto-aim for skills (for touch and controller input)
Dungeon name and type displayed in gameplay
Confirmation window when purchasing stackable items in the auction house
Improved translations for skills with passive effects
Achievement preparation completed
Ice Storm skill is cast at the hero position
Electric Discharge skill moves faster
Fixed bed and lying barrel placement
Fixed room defense points in the adventure editor
Don't forget we have an ARPG bundle with Lindwyrm! You can get Tormentis and Lindwyrm at a discounted price!
we actually wanted to include a lot more in the next update, but yesterday's events forced us to release an additional update. Yesterday morning, we discovered a player who had clearly manipulated the game client. This gave him some advantages when playing player dungeons, as skills behaved differently.
This issue was immediately resolved, and security measures were drastically increased so that hero, unit, or any other dungeon data cannot be injected anymore. It was only a matter of time before this happened, so it wasn't unexpected, and we had already prepared solutions that ultimately only needed to be implemented and tested.
We can individually configure all security mechanisms, which allows us to treat potentially problematic players with increased security, so that regular players don't experience any performance losses or have to undergo additional checks or data verification.
Nevertheless, in addition to the security features, there are a few features that are available a little earlier thanks to this additional update!
List of changes in V0.3.9
ranged enemy AI
revised and adjusted attack distances of all creatures
increased security mechanics
watching adventure top replays is available
fixed reset to defaults in settings
Roadmap Updates
On our Discord server (https://discord.gg/EzPs46vQBx) we regularly update our current roadmap so that you can always see what we are currently working on.
Our next short-term goals are:
secondary boss room (new room concept)
endgame balancing (level range 45-50)
dungeon data aggregation as preparation for Steam Achievements
simplified and more direct skill effects as preparation for controller and Steam Deck support
As Steam Spring Sale is going on, Tormentis is 30% OFF now!
In the last update, two problems were discovered that urgently needed to be fixed. The update brings the following changes:
In the editor, correct placements of creatures, traps and decorations are now recognized as valid
When using directional movement and having movement speed >140%, the hero no longer moves stutteringly
Room preview image corrected, which showed one field too few
Have fun!
Your Tormentis -Team Oliver and Andrea
Update V0.3.7 - Dungeon Defense Balancing
Dear community,
The new update V0.3.7 is a comprehensive balancing of the dungeon defense and implements many suggestions for improvement from our Discord server.
The recently revised talents have created an imbalance that we need to balance accordingly. There were also loud voices and requests to strengthen bosses and make them a real challenge. Tormentis is not a Soulslike - but we also think that a boss should feel like a final boss in the dungeon. Therefore, both elite creatures and especially boss creatures have been made stronger so that they survive longer and also cause noticeably more damage.
A big problem with the mixed construction of creatures and traps was pulling out individual creatures and defeating them far enough away from the traps. With the update 0.3.7, monsters run back to their original location and heal from a certain distance.
In addition, some suggestions for improvement have been implemented in this update. Above all, visual improvements to make it easier to read larger numbers for gold amounts, but also confirmation dialogs if you want to remove a filled room, for example.
Overview of all changes in update V0.3.7
Increase in defense points per regular room by 32 points (max. 720)
Revision of creature values (life points, damage)
only a maximum of 1 boss can be placed in a boss room
Damage from weak traps adjusted
Creatures run back and heal
Faster meteor effect after spell
Placement in the dungeon editor improved
Simplified increase of dungeon elements by holding the button
Confirmation when removing full rooms
Improved display of gold with thousands separator
What's coming next?
For all players who like to see more bosses in dungeons... There will be a new room in the next update that can be added once and that allows the placement of a second boss in the dungeon.
Another important improvement will be the enemy AI, which we have also planned for the next update. This will mainly change the behavior of the creatures, so that melee and ranged fighters behave differently.
Dear players, the new update contains important bug fixes, especially affecting movement and movement behavior around obstacles.
In addition to many bug fixes, which were mainly reported via our Discord channel, we have finally fixed the cooldown problem with channeled skills. From now on, the skill cooldown begins when the channeled skills are finished. This mainly affects Strafe and Whirlwind.
Changelog Overview
fixed movement failure through obstacles
fixed blocking dungeon decoration
fixed channeling skills start cooldown after ending
fixed tesla tower sfx volume
fixed effective movement speed and strafe
fixed friends invite with code
fixed copy friends code
fixed top menu counters
minor cooldown and mana cost adjustment for firewall
slightly reduced cooldown for whirlwind and strafe