This patch is focused on the back-end, created a new ai to make the gameplay more varied and fixed couple of bugs. Cards now have weights and changed couple of mechanics to make them fun rather than annoying.
Patch 2.0.2 Changes:
Every unit has a new AI which will determine the action not purely on turn but based on different variables, like their health, enemy health and status effects etc.
Unit health and damage values changed, so on lower ascension it will be slightly easier, but on ascension 3 to 6 will be significantly harder to progress.
Burn and poison cards balance changes - there was combos which allowed first turn kills and killed the fun of the game - now it will be harder to pull off.
Card discovery changes - every card has been " weighted " by rarity - so there are rare "stronger" cards and common "weaker" cards. This system will change in the close future to change weights based on your current deck, so will be easier to pull off combo decks - probably 2 weeks from now.
New enemies has been added.
Changed injury and curse mechanics.
Changes which will not reflect in gameplay :
Fixed bug where some card could not be picked even when offered
Fixed empty "enemy intention " where it is not intended.
Optimized thresh collection - reduce the memory requirements.
Uniformed squared sized sprites - basically improved loading times and optimized level streaming.
Sorry for the irregular patches, but had several issues in the near past which had to be sorted. The game will be updated as before weekly or bi-weekly depending on the patch size.
Merry Christmas everyone!
Christmas discount
Hello!
Tower of the sage will make its biggest discount, which will start at 23rd of December and will last until 6th of January! If you are waiting for the perfect opportunity to get this game, this will be the best time!
Merry Christmas everyone!
Demo is here
Hello!
Today the tower of the sage demo has been released, it contains 1 character, 1 map and 2 ascensions. This should be enough to decide if you like the game or not.
I hope this will help make the decision for everybody who wants to purchase this game.
Anyways the updates are on the way, with this demo announcement some balance update came, where some enemy has been weakened ( notably armored skeletons ) and bosses has been slightly changed (attack patterns ).
I hope you are doing well. Have fun!
2.0.1a
Hello,
This patch will bring back the 2nd map.
Changes:
New boss encounter
9 new enemies
1 new map
4 new story encounters
Tons of adjustments on the enemies and the bosses. ( mostly nerfed )
Card changes, damage value changes on heroes.
New artifacts.
Will probably make some balance changes during the next week and polish up the new map, after new hero ( barbarian ) will come.
New map is about to be ready to release with new enemies and encounters, however I want to balance properly the existing ones.
Take care and have fun!
Patch 2.0.0a
Hello,
The previous version sadly was broken because of the migration to unreal engine 5. Now everything should be fixed, however only 1 map will be available for a week.
Visual changes - every character has been changed and every animation has been changed to 12-16-24 frames from 60. I hope you like the new style - which will allow me to make new characters every week.
New visual effects like rain, new attack particles etc.
Every enemy attack has been reworked to make it feel more unique and boss fights feels nicer now.
Every encounter has been localized, so for example on map 1 you will see different elites and bosses than in map 2.
Poison now decrease by 2 every turn.
Card balance changes ( a lot ) and new card mechanics and statuses such as Destroy which will permanently remove a card from your deck after you used it, reflect status effect which will reflect damage and explosion which does damage every X turns.
Card widget has been fixed now cards are not messy.
In-game menu has been fixed
I hope you will like these changes, next update will come with the 2nd reworked map with the new bosses and encounters. In short term I will add a new playable hero (Barbarian) which is almost ready to go, however not balanced yet properly. Take care guys and have fun.
0.1.3b
Hello,
Engine has been upgraded to unreal engine 5 to ensure long-term support - like drivers, steam etc.
Basically I had to re-write the game, so expect couple of bugs, but should not be too bad, since I had the previous version to keep structure and most of the code just has been copied over.
I hope you are doing well, I will try to release a small halloween themed content update next week, but cant promise anything, since the bugs are the priority right now.
Minor fixes
Correcting typing mistakes and small ui fixes. Still working on the progression system, however it might take a bit of a time before comes out ( to avoid unnecessary bugs ).
Customization - minor update
Hello!
This is just a minor update while i am working on the new talent system. When you create a new game you can now choose between 5 traits, which will give buffs and debuffs for you and your enemies.
These are for test purposes right now, if it works well with the new talent system I will obviously expand on them and add more, but right now i am uncertain if it will remain in game.
Current options:
Terror - Apply 2 fear to you and your enemies at the start of each battle. Increase your hero and friendly minion`s health by 10.
Powerful - Increase your hero and friendly minion`s power by 2 and enemy power by 1.
Toxic - All enemy apply bleed on hit, but your hero and friendly minions applies 2 poison on each attack.
Armored - Everyone starts with 4 extra armor.
Agile - Increase enemy health by 9 and apply 2 agility to your hero and friendly units.
I hope you are doing well. Have fun and if you have any problem let me know in the discussions.
0.1.3a - System changes
Hello!
The game has changed quite a bit this update, trying out different methods to obtain cards, the reasoning will be in the end of the patch log.
Talent system has been temporarily removed, this will be possibly reworked for a rogue-lite system, where you can gain extra starting cards, different starting artifact etc, which will help the ascension progression.
Every normal encounter will discover a new card for you, which could be skipped. These cards are weighted so you will see some "colorless" cards, which are generally stronger to help balance out the talent removals.
Balance changes has been made, MINIBOSS encounters which are the ents and demons will recover 10 health additionally after defeat. Also numbers were tweaked, but I wont bore you with them.
Future plans: - Update the talent system - New content still under work, but I had to prioritize the broken talent system to ensure you will have a good time while new content comes.
The reason for the drastic changes are the following : - Multiple people were confused how the talents works - as an example some gave passive benefits , others did not improved and some improved every X levels. - People just ignored the talent system which made a quit moment for them - they did not read the tooltips, did not read the tutorial and quit because they died after 3-4 encounters.
Take care and have fun! If you have any question or issue let me know under discussions.
Balance changes - patch 0.1.2a
Hello!
Major changes: - Bugs related to pick cards are fixed . - Talent card discovers are now weighted, so will be easier to find pieces which complement each other. It is 1 card weight, but this should eliminate the problem with useless cards, however the skip button will remain. - Animation play rate has changed, should not be affected by client frame rate, but delta time ( so if you have 144 fps or 60 the animation will run on the same rate ) - Optimized sound and visual effects - should not impact performance anymore. - Hardware detection improved - this is for the optimal default settings. - Balance changes are a very long list, however the main point is to make the initial levels easier but make the bosses more challenging. Changes included health, attack pattern, damage and status changes for hero/enemy characters. Hopefully this change will help out the beginners, however make the ascensions harder due to attack pattern changes on enemies.
Example : Skeletons are now 20% more likely to attack with multi-attack skills, which does less damage and does not give debuff for your hero, however on later ascensions due to power status it will make more damage and venomous status effect will apply 2x the debuff than a single attack.
Next steps : - 3 new talents are implemented in the back-end for the Assa character, however the cards are work in progress, but coming relatively soon.
I hope you are doing well, take care and if there is anything please let me know via the discussion tab.