Update V0.2.0.0 - Core System Balancing & Enhanced Crafting
Before we get into details of changes and extensions in this patch, I would like to thank all active players who have shared so much feedback and suggestions for improvement with us over the past weeks and months, which have really helped us so much moving forward.
With this patch we are jumping into version 0.2.X.X - this is a very special step for us! In addition to the major balancing changes, crossplay with mobile devices will also be possible very soon.
Core system balancing: Armor - Evasion - Absorption
We have seen that in version 0.1.X.X, survival builds with max life are the best option for getting through dangerous player dungeons. This is mainly because life regeneration was calculated based on the maximum life.
The best support for this was equipment with evasion, as you have a chance to completely avoid damage. Armor with only damage reduction against physical damage or absorption with a very long waiting time that it takes for the shield to regenerate could not keep up.
From now on, armor will not only reduce physical damage, but also trap damage in general. The damage reduction from armor can be up to 40%. The bonus from the legendary Trapwalker shoes is added as a percentage. This means that a trap damage reduction of up to 60% is possible before resistances based on the type of damage reduce the damage further.
Absorption has also been revised and now only needs 1.0 second without damage until the shield starts to regenerate. The shield now needs 4 seconds for a full regeneration.
Life regeneration has also been completely revised. From now on, players receive a base regeneration based on their level and a capped bonus calculated by the amount of vitality.
In addition, creatures dodging has been completely removed from the game- this mechanic was totally intransparent and only led to frustration. You will no longer see a "miss" from monsters when hitting them! This change means that dungeons are now a little easier to play as more damage ins reaching the creatures. We will use this gap in future patches to further differentiate existing creatures.
We would like to assure that this will not be the end of the balancing - of course we also have an eye on offensive builds that we want to adjust in the next patches, e.g. glass cannon builds.
Sell & Salvage
Many people have expressed the desire to make it easier to sell or salvage loot that they don't need. That's why we've added quick-select buttons to the interfaces that allow you to select all non-stackable and non-locked equipment from all stash pages.
Crafting at the blacksmith
From now on you can also craft rare (yellow) equipment at your level at the blacksmith. Since some players have already accumulated large amounts of raw materials, these can finally be put to good use. You can also upgrade gems - although this is relatively expensive.
Many small improvements
In addition to the major changes, many small improvements have also been implemented that were requested or where we noticed that clicks could be saved.
Winter time
Of course we want you to be able to decorate your dungeons for winter. That's why our Tormentis Winter Event is starting soon, during which you can get exclusive dungeon decorations. These can of course be placed in the dungeon regardless of the event.
All changes in V0.2.0.0
Core system (armor, evasion, absorption, life regeneration) completely revised
all resistances revised
crossplay functions integrated
crafting at the blacksmith completely revised and over 30 new recipes added
selling and dismantling at the blacksmith expanded so that all items in the inventory are selected/deselected depending on their quality
skill info on required levels corrected
skills show when they can be increased
revised display of connection points in the editor
editor: shortcuts tooltips (top-right) added
auction house UI expanded to be able to increase current active bids
winter event
switch added in settings to always display the numerical display of life and mana.
Clicking on friends and league interfaces no longer closes the menu
Adventure mode: display of monsters, traps and room values corrected
Bookshelf corrected so that it only blocks 2 parts
Loot box adjusted: hitbox revised, now only requires 2x1 fields
Hitboxes of the skewers with skulls adjusted
Hero data completely revised
Bug corrected that allows parallel activation of one channeled skill and another
Our ARPG bundle with the Lindwyrm from Ghostwhale Games is still available. Get both games for an unbeatable price!
we are very happy to present the next big patch to you. You can expect many small improvements that will make actions in the inventory and auction house much easier. There are also a few new legendaries that we want to introduce to you.
Comparison of items
This feature has been requested since the Early Access release, but we wanted to understand what you really need! After many discussions with players, there were three topics that were important to you:
Comparing items in the inventory or in the auction house with equipped equipment
Displaying the value ranges of item properties
Being able to compare items without their enchantments
For this reason, there are now two shortcuts for comparing items. ALT displays the equipped item in the same slot with enchantments, while CTRL displays both items without enchantments and shows the value ranges of all properties.
We hope that this will make your activities in the auction house and inventory much easier. We are already working on a possible display of how to compare items numerically in percentage terms based on their overall effect.
New Legendary Item: Chameleon Ring
This new legendary ring is really special because it offers completely new ways to deal damage with a damage type that is not normally covered by skills.
The ring exists in four versions with each damage type. The ring changes the damage type of all equipped skills that generate mana.
New property on items: Increased loot quality
Rings, amulets and belts can now have this new property and, among other things, increase the chance that legendary items are in bags. There are also two special new legendary items that can help you find even better loot.
Balancing changes and improvements
In addition to the major topics, we have also made a few small improvements, so that it is now possible to lock rooms in the editor so that they can no longer be moved accidentally.
The range of the mortars has been slightly reduced so that you can no longer be hit at the starting point. In addition, the attack radius was displayed much too small in the editor - this has been corrected.
The range of the cold beam has been limited so that you can no longer attack monsters outside of the screen.
The Undead Knight now carries out a range check before activating his ultimate.
The Magic Bubble skill has been revised and now lasts 4 seconds at all levels. A damage limit has been added so that the bubble can withstand up to 3000 damage at level 10. If the damage limit is exceeded, the invulnerability ends prematurely.
All changes V0.1.5.0
Ability to compare items in the inventory and in the auction house and to display value ranges of properties
Improved page display in the auction house - Completed items
3 new legendary items
Auction house - Sell UI revised, minimum bid may no longer be higher than the selling price
Enchantments UI corrected for max. enchantments
Adventure search corrected by creator
Cold beam range limited
Mortar range adjusted and attack radius corrected in the editor
Easy locking of rooms in the editor
Magic bubble adjusted to 4 seconds duration and added a maximum damage limit
Undead Knight Ultimate distance check added
First click in the editor after deleting an element does not work corrected
Assigning skills corrected if a slot was not occupied
V0.1.4.3 - UI Quick Fixes
Due to the changes to the UI in the last patch, two panels were not completely rebuilt.
This patch corrects the following errors:
Searching for adventure dungeons corrected
Skill improvement menu can be closed again
Levelup Info can be closed again
Thank you for your quick and detailed error reports!
V0.1.4.2 - UI & Improvements
Hi Community,
There is a new patch V0.1.4.2, which is significantly larger and more extensive than originally planned. This patch fixes all known and reported problems and errors that were recently collected in the Steam community.
We are really pleased that the problems are becoming more and more cosmetic in nature and that we also have significantly more time for suggestions for improvement and requests from the community.
We are also very pleased that the community is growing steadily and more and more players are participating in discussions in Discord and on Steam.
Demo accounts
Even though the issue has already been resolved in the last few days and we have taken appropriate measures, I would like to summarize the incidents and resulting consequences here.
Since we allow demo accounts to partipate in the live world we need to take special care on them. The demo accounts are limited to a maximum of level 10 and have an enormous selection of league dungeons, the opportunities to earn trophies are very good. Some players have managed to climb to the top of the leaderboard with demo accounts. In addition, other demo accounts have used the auction house very intensively.
Both the auction house and the league dungeons should remain open to demo accounts, albeit with restrictions. This means that there are now the following restrictions for demo accounts: - selling items is no longer possible for demo accounts - a maximum of 100 trophies can be collected
All other functions are also available to demo accounts so that they have the opportunity to test Tormentis intensively before buying the game.
More information for players
In addition to bug fixes, we would like to show you more information in the game so that game functions are self-explanatory. For example, we have included a tooltip for the trophies that shows how many trophies you get with which rating (stars). We have also formulated a few rules in the adventure editor that you should follow so that submitted dungeons are also unlocked.
UI controls in the game
Since a few errors were recently reported that menu windows could be opened multiple times with ENTER, we have standardized the behavior of all menu windows in Tormentis in this patch. This not only makes it easier for you to use the game, it also allows us to avoid errors and build in future controller support.
Full change log
new filter options in the auction house
tooltip with trophy information added
adventure release rules added
synchronization of the hero's position corrected #46
monsters can no longer shoot through walls/obstacles #40
automatic task change corrected at day change
level of displayed skills corrected after increase
notice appears when maximum enchantment of items is reached
treasury only opens when there are no more monsters in the treasury #33/#65
all dungeon components that were placed in a room are correctly removed #31
hero level corrected when you give up a dungeon (problem #2)
dungeon rating in league and adventure dungeons is now displayed correctly #45
fixed bug that prevented treasure chests from being placed after they were removed from the map #32
Over the next two to three weeks we will be concentrating primarily on the mobile release. That doesn't mean that there won't be any updates. We will of course continue to make improvements, but we need to complete the functions for Mobile-Steam-Crossplay and test them extensively.
we’ve another huge patch for you, especially taking care of the grind problem by adding daily tasks.
Daily Tasks
There will be 4 random tasks and 1 bonus task for full completion. Each task gives experience and random rewards. The bonus task reward can be a stone of purity, a legendary material or medium gems!
By completing all daily tasks players can gain about 60% to 80% of current level experience. So casual players can progress well by playing a moderate amount of time.
Invalid Dungeons
During the past updates we encountered some issues with hitboxes of decorative dungeon components and traps. After adjusting them some dungeons became impossible to complete. Our community created a list of those dungeons to create awareness.
Since version 0.1.4.0 dungeons store their walkable area together with the dungeon, so we won't get into the situation before even after adjusting hitboxes.
We've added a flag on the server side to be able to mark player dungeons invalid. These dungeons will not appear as opponents anymore and players will not be able to earn trophies until their dungeon has been changed and successfully validated again.
Lots of Changes
This update contains lots of bug fixes and improvements that have been compiled together by the community. Thanks a lot for this, it helps so much taking the game to the next level of quality and usability. We’ve added numbers in brackets to the changelog for reference to the topics in the list.
- daily tasks with rewards (#13) - impossible dungeons can be marked as invalid by devs (#18) - added filter options by rarity in auction house (#54) - multishot can hit a monster only once (#7) - reduce trap sounds far away from players, reduce overlay of trap sounds (#16) - incorrect minimap view by pressing M multiple times is no longer possible (#23) - fixed pagination in adventure load modal - fixed statue collider reported in Bowder’s Gate adventure dungeon - fixed cold ray fires endlessly when skill indicators switched off - ESC can be used to close minimap (#37) - fixed 4-digit values (e.g. armor) in hero stats (#36) - fixed stacking modals in AH for buy and bid (#34) - fixed sell not work when switching menus in AH (#38) - fixed sorting in My-Auctions and My-Bids tabs (#39) - fixed monsters around treasury prevent door unlock (#33) - fixed text wrap on 5 digits critical strike damage numbers (#52) - fixed friend/request status on league user details (#48)
Please share your ideas and suggestions. We look forward to your feedback and have a lot planned for the next days and weeks.
A little teaser: Tormentis will soon be cross-playable on mobile.
See you in the Steam community and on Discord!
Your Tormentis Team Oliver and Andrea
Monster Elements & new Legendary Items
Dear players, another big topic that we planned for Early Access is finally finding its way into Tormentis with the latest update.
Monster Element System
Creatures are now assigned to fixed elements. This means that all of a monster's attacks are from the corresponding element and the resistance to this element is high (max. 80% - from level 20).
Every element has a counter element, so that every monster has a very explicit weakness whose resistance is 0%. The other two resistances are average (max 40% - from level 20). The final resistances are reached with creature level 20. This prevents too much misbalancing in the first levels without appropriate skill selection.
(the large symbol on the left is the main resistance, the two small symbols to the right are the secondary resistances)
In gameplay, the resistances are now displayed under the selected monster, so that you can also use the skills accordingly.
While the counter element allows 100% of the damage to pass through, skills with monster element damage only receive 20%. At this point we would like to introduce new special properties on items, elemental penetration. This causes a fixed part of the damage to bypass the resistances.
Example Calculation: 200 damage (with 20% cold penetration) against a creature with 80% cold resistance
With this update we are introducing the first large bundle of legendary items, so that every slot can be filled with every type of armor. Each of the legendary items has at least one fixed property, which can be unique but does not have to be. Legendary items have 5 properties compared to rare (yellow) items with 4 properties and therefore already have an advantage.
Playability of Dungeons
The corrections to hitboxes of dungeon decorations in the last versions caused problems in various dungeons, including mainly player dungeons but also campaign dungeons.
We would like to apologize for this error and will expand accordingly in future releases to ensure that the campaign dungeons work properly.
When validating player dungeons, the accessible path with the validated dungeon is now saved and also used when playing the dungeon instead of being recalculated. Even if hitboxes are optimized in the future, this will not affect already validated dungeons and their playability.
Bugfixes and Improvements
In this update, we have mainly taken care of the errors that were reported via various channels. These mainly affect the controls using keys and a critical error that was caused by lightning pillars in dungeons and had a variety of side effects - including the general functioning of traps or creatures.
At this point we would like to thank all players who are so keen to collect errors and make so many good suggestions for improvement. It is so helpful to get these impressions of the game from you, what you like, what bothers you and where you see potential for improvement.
Full changelog
creatures assigned fixed elements that determine attack types and resistances
campaign dungeons in act 3 fixed
searching and buying stackable items in the auction house fixed
player information in the league now shows whether you are friends or a friend invitation is open
fixed skill preview interrupted when moving with key controls
fixed channeling skills interrupted when moving with key controls
skill preparation (while on cooldown) can be turned on or off now in the settings
fixed lightning pillars bug and side effects
pressing ESC to close the gameplay menu is possible now
fixed bug that shows the entire map when spamming the minimap key
reset player selection after sending friendship gifts
fixed second dodge in the wrong direction when the mouse cursor has been fixed
improved tooltips in the campaign dungeons to make it clear that features, traps and creatures are unlocked
more than 30 new legendary items
A special Offer
Tormentis is now available in an Ultimate Dungeon Bundle together with the new ARPG Lindwyrm.
We hope the changes make the dungeons more exciting and varied and offer new strategic options.
We would also like to mention at this point that we have heard your feedback that the leveling area from the middle of Act 2 is very grindy. We will correct this problem in the next updates so that leveling becomes smoother and more enjoyable. Thanks again for the many ideas and suggestions!
Your Tormentis-Team Oliver and Andrea
Tormentis Patches V0.1.3.3 & V0.1.3.4
Yesterday we released patch V0.1.3.3, which fixes the collision box of decorations. Since another issue with the lightning pillars has been reported yesterday, we've summarized the patch log.
improved room corner colliders
fixed blocking dungeon decoration (skeleton on throne)
added level up panel informing about the additional mastery point, new skills, new max skill levels
fixed campaign dungeon 3.10
fixed colliders for all round traps
Patch Version 0.1.3.2
There is another small patch that simplifies some processes, especially the screen changes between gameplay and dungeon editor, depending on what you have played.
Changes in V0.1.3.2
Fixed a rare error that prevented the chapter from changing
Screen changes after incorrect dungeon validation back to the dungeon editor with the previously played dungeon
Screen changes after playing your own dungeon back to the dungeon editor for the previously played dungeon
Screen changes after playing a self-created adventure back to the dungeon editor for the previously played adventure
Fixed an error that showed a saved dungeon as changed
Back button added to adventure selection when an adventure is selected
Adventure Mode & Events
The next big update V0.1.3.0 is here and we are happy that Adventure Mode is finally in the game.
Adventure Mode
Adventure Mode is an additional game mode for Tormentis. On the one hand, it offers creative players more opportunities to create new dungeons and decorate them down to the last detail and give them a name and description. On the other hand, it offers all players new opportunities to keep themselves busy outside of PvP activities.
The Events System
The event system has also found its way into the game in this update. Different events will take place in Tormentis on special occasions. The first event is a Halloween event and offers seasonal decorative items that can only be purchased during the event period. However, they can be installed in the dungeon at any time.
Green Falcon
A special legendary helmet has been available since the update. The Green Falcon has a special property of movement speed, which cannot otherwise appear on helmets.
Complete changelog V0.1.3.0
new game and editor mode: Adventure
new game function: Events (active Halloween event)
improved server communication with manual retry mechanism
new settings: dodge in the direction of view
new legendary helmet: Green Falcon
improved save distance: +15% damage and 6m distance
revised season rewards
revised enchantment of items: chance of success removed, required raw materials adjusted
fixed super talents in offline mode
What happens next?
In the next updates, we will primarily rework the resistances of all monsters. Each monster will be assigned to an element. This means that all of its attacks cause damage of this element, but also that the resistance will be very strong. In addition, there will be a counter element for each element that causes a heavy damage in the event of a critical hit.
The skills that have not yet been unlocked will also be available in one of the next updates.
We are very much looking forward to your feedback and hope to see you in the Discord.
Tormentis Crossplay with macOS
Last week we finished our final tests on macOS and are very happy that Tormentis is finally available on Apple devices and can be played together and against each other via multiplayer crossplay across multiple platforms!
At the weekend there were extensive changes and several patches in response to the new skill indicators. Some players preferred the way of playing with direct key reactions without visual representation - so we made the skill indicators optional. We redesigned the settings and key configurations and moved them to a common interface.
If there is greater interest in a Linux version of Tormentis, please give us feedback!
We are making good progress with the adventure mode. The editor had to be technically extensively rebuilt in order to make all functions and dungeon components freely available in a separate mode. We are currently working on the interfaces for starting and saving the levels - as well as a moderation environment to be able to control and release levels.
We are very happy that you are sharing so many ideas and suggestions with us in Discord. Keep it up!