Tower of the Sage cover
Tower of the Sage screenshot
Genre: Strategy, Adventure, Indie

Tower of the Sage

Quick update - technical stuff

Hello,

This update is mainly technical, extra DLL files added, removed unnecessary code and steam achievement system reworked ( now it should trigger properly ).

This update seems small, but actually the game size has increased quite a bit. The target for the next weekly update is to reduce the size of the game by optimizing the code and add the story encounters.

Also a small bug where talent did not work as expected hopefully fixed, however if this will not fix it I will rework the talent system instead of optimization this week - and delay it for a week. Also I am preparing to launch the game in early september/late august.

As always feel free to join our discord or start a discussion if you have any feedback, have fun and take care!

Patch 0.1.1c

Hello!

Major changes:
- Menu and all sub-menu has been reworked and re-skinned.
- Default settings detection has been improved. ( optimized resolution settings, texture quality reduction based on available memory etc. )
- Options are commented.
- Loading screen optimization has been done and it is finalized, however the loading screen background will change as soon as I did the artwork.
- New character selection screen
- A new ascension level with new achievements
- Achievements should sync with steam achievements as soon as they are unlocked.
- Localization settings has been fixed and the translation has been restarted ( in progress - currently translating to Hungarian )
- Balance changes - early game is a bit easier now, however the later encounters are more challenging. Also couple of cards has been changed. ( Sadly I do not have the data of exact changes due to localization bug which ruined my week and forgot to note down all changes )

Next steps :

- I am working on the in-game hud, so hopefully the game will look better shortly, better talent tab, nicer artifact bars etc.
- Finish localization
- Add new story encounters.
- Improve sound effects

Take care of yourself and have fun! If you have any issue as always I am available on Discord and/or on the discussion tab.

Small hickups

Hello,

I started to do the localization, however something went wrong and corrupted most of my project. All fixed now, however this patch will not contain much, since the last 2 weeks I was working on fixing the code to support localization and to ensure everything will work just fine.

The next update will come in a week as normal and hopefully there will not be any problem.

Thanks for your understanding. Take care of yourself and have fun!

0.1.0a - End of first phase of early access

Hello!

The first phase of early access is officially finished! Everything is in place now, its time for polishing and content updates as a preparation for full release.

I am planning to fully release the game at September, however It is just a rough estimate.

Here are the plans for the next couple of months :
- Add tons of content - new cards, new story encounters, normal encounters, bosses and ascensions.
- Polish the UI, create a tutorial.
- New talent bonuses and artifacts which complements them.
- Right now I am not aware of any bug, however fix them as they are reported.
- Add new achievements and cosmetic rewards for them

Take care of yourself and have fun! If you have any issue as always I am available on Discord and/or on discussion tab. Any reviews are welcome! :)

Optimization update

Hello there!

This update is strictly technical, no content added. I will briefly explain whats happened. Basically about 70% of the game textures has been optimized and compressing method altered,the loading method has been altered and some code has been re-written. What is means for you :

- Textures are slightly lower quality - which 98% of the time is not visible even with a after and before comparison.
- The game size has dropped by 30% ( approx ), currently it is about 470MB.
- Loading screen time dropped about 50% ( exact % depends on your system )
- Ram usage dropped by about 90%. ( 8GB ram still recommended ) Currently It using less than a 500MB of ram for me before it was using more than 5GB.
- GPU usage dropped by about 10% ( on average ).

I hope this will help out the people on older computers and reduce the waiting time for most of you on loading. This update took me quite a time and energy, the next content update will be a smaller one.

Please let me know if there is any problem and I will do my best to fix it. Since it was " just " an optimization update I do not expect any bugs, but if you find any let me know on discord or under discussions.

0.0.5c

Major changes:
- Assassin has talent bonus and all cards has been assigned to talents, however this is subject to change.
- Warlock has received about 20 new cards which has been added to the talents.
- Paladin cards has been adjusted slightly - 5 new cards added.
- 3 extra artifacts.

Minor changes :
- 5 monster animation has been changed and frame per seconds adjusted on all idle animations ( which means they look smoother - however the size of the game increased slightly)
- Optimized the priority system, so the statuses are applies to the cards in the correct order. Also changed priorities, so you might encounter different behavior ( like order of damage increases {Power->Percentage->Flat damage increase})

I hope you have fun playing the game.

Collectables

Quick update : Collectables are enabled which are unlocked by your achievements. For now it is only visual changes to your deck, but in the near future more are coming. More collectable items are coming in the near future.

A small bug has been fixed where one of the encounter in the new map was spawning weaker enemy than it should have and the difficulty curve has been adjusted on the new map.

0.0.5b

Major changes :

  1. New map enabled - but the boss is the same as the previous one (sauron) while I animate and design the new boss.
  2. New story encounters ( 5 ) and 2 new combat encounter, new enemy.
  3. New mechanic - leave - which is currently used in 1 enemy which fed up with you and just leave after X turns.
  4. Currently you have 50% chance to spawn on the new map, which is tested and balanced, BUT might be too hard for some so I will monitor it this week for necessary changes.
  5. Animation blur removed and screenshakes are enabled.
  6. 2 new artifacts and couple of card tweaks.


This week I was working on the back-end so more stuff is possible now - moving between maps, do quest lines, trigger specific achievements easily, faster load speed etc. Next update should come soon, when I will add the new boss encounter and polish the map and hotfixes if necessary.
The next major update ( 0.0.6a) will come within 2 weeks with the new map hopefully and 10 new cards for all class, new status effects and mechanics.

If you need any help please let me know in discord or in the discussions.

Patch : 0.0.5a

Major changes and undocumented important changes :

Status effects :

  • Burn : Now burn will apply all the burn damage and remove all burn from the target.
  • Poison: Now poison decrease by 3 at the end of the turn instead of 1.
  • Bleed : No longer increased at the end of the turn.
  • Barrier: First remove block before it applies - will not apply if your block is higher than incoming damage.


New mechanics :

  • Weakness: Basically negative power - reduce the damage done by a flat amount.
  • Damage based on block
  • Damage/block based on the card types in your hand ( for example after every attack gain X block )


Major Balance changes :

  • Talent cost calculation has changed - now its harder to stack talents.
  • Insight talent draw card effect is capped at 1 card - regardless talent level .
  • Poison and Burn cards adjusted to ensure balance.
  • Summoned minions are a bit weaker ( Reduced health but added extra armor and venomous on zombie)
  • New cards added.


Bug fixes :

  • Now exiting all stance will correctly show the card attack and block value. ( it was a visual bug )
  • Countless tooltips and card colors and texts fixed or adjusted
  • Map encounter locations moved around a bit - some removed some just moved to different point to avoid confusion.
  • Now the ascension will show up regardless your previous save state - there was a bug which prevented some players to see ascensions.
  • Achievements will trigger correctly and most of them sync up with steam achievements. ( work in progress )
  • Achievements will unlock the correct artifacts now.
  • Talent levels are now correctly displayed.
  • Skip button now will need a confirmation on artifacts.
  • Power ( card type ) renamed to Enchant

Small update on updates... Very meta.

Major balance changes :
- Paladin "Strike" is no longer belongs to the Berserker talent, so it wont benefit from the berserker passive lifesteal.
- Poison will decrease by 3 every turn instead of 2
- Bleed no longer increases every turn.
- Brutal (buff) now can be stacked.
- Exorcism and Lockpick has been fixed, now it discards the right amount of cards.
- Fire wand artifact now apply 6 burns instead of 3 - so overall damage will not change after the burn nerf.
- Adjusted all burn values to ensure it is still viable.
- Great eye artifact apply only 1 fear instead of 2

New content
- Ascension 4 is out, where your turn will end instantly after you played 8 attacks. This effect is persistent between turns.
- New particle effects! Right now only on assassin, to check performance. If nobody report problems with it I will add them to other classes this week.
- New sound effects - only assassin for now also, but working on all classes and enemies.
- New animation frame rate ( updated from 60 fps to 90 fps - for most of you will not be visible due monitor settings)


All known bugs has been fixed so I will update the sound effect and visual effect now and continue daily updates for couple of days without any patch note, however every change will be documented. This is just a quick update so you know what is happening in the background. After this week I will update the game weekly again.