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Genre: Real Time Strategy (RTS), Role-playing (RPG), Strategy, Tactical, Adventure, Indie

Tower of Time

Patch Notes Build: 0.3.0.8362

Patch Notes 0.3.0.8362



We are happy to release the second patch. Again, we followed the feedback received and tried to implement as much as possible:

The major change is to intro level(s) – we made both of them shorter yet more intense - added new gameplay, new boss encounter and unique items. There is also an interactive battle tutorial – explaining the basics of Tower of Time combat, as requested by many players.

We also added an ability to reset attributes for a modest cost. It is accessible from Character Screen.

The detailed patch notes follow:

Technical:



• Fixed the bug when you throw a stone into the well on Level 1 – now you can check how deep it is.
• Game should no longer camera-freeze at random moments.
• Game should no longer crash after long time (memory leak).
• Fixed issue when reward panels or info panels would appear with delay.
• Lots of minor bugfixes.
• Fixed issue with wand targeting.
• Fixed issue with Sunpowered enchant on fast attacking dual wands.
• Fixed issue with brightness (changing colors suddenly).
• Added Cinematics Volume option in Settings

Gameplay:



• Ability to reset attributes and re-spec, for a modest cost.
• Interactive battle tutorial – first combat encounter in Prologue level.
• Changed items to make them more distinct between the types.
• Added Magic Penetration as new stat for Staff-weapons (reducing elemental resistance).
• Made small changes to some skills – mostly concerning graphic effects and type of the element (e.g. Blademaster Wall is now Water, not Fire).
• Few new UI elements (tooltips).
• Many typos / syntax changes.
• Extended information about enemies and champions in battle.
• Added lots of SFXs in combat, fixing some of SFXs that were 2D instead of 3D
• Fixed Blind Rage skill, you can no longer steer Blademaster when you activate it, he runs around by himself
• Changed visual effect of Focus Stones
• New model for Earthcaller skill ability (summon) – it is more visible now when it shoots and when it dies
• Lots of small graphic fixes, as reported by players.

Please Share Your Feedback

We are over two weeks into Early Access I would like to ask for your feedback. It would help us a lot, if you could find few minutes of your time and list:

pros & cons

We are preparing for a long-term development now and your feedback would be extremely helpful when we decide on short-term and medium-term updates.

Please send the email to: tot@evehor.com

We will aggregate the results and share them later - as the list of things to come. (what is within our capabilities to do do).

Thanks a lot!

Cheers,
KM



Upcoming Patch Tuesday 1/08

Next Tue we will release the next major patch. We are pretty happy with the combat balance at the moment - so this time just minor changes there - mostly to boss fights.

Instead, we will add some options requested by the players and few other changes - there are clear two winners in our 'feedback' ranking:

- adding an option to reset attributes to base stats and re-distributing points again
- adding an option to transmute crystals into higher tier (not on level 1)

For both options, this is what we planned to add on later levels as part of the lore, but we had received so many requests that we will gladly add this right now, so players can experiment with different builds.

However, this patch in terms of content changes will be bigger than the previous one:

- modify and shorten the introduction part of the game (above the tower) to offer more fun in less time.
- item balancing - making item types more distinct
- adding magic penetration on certain weapons (reducing elemental resistance)
- adding more information about champions/enemies in combat
- graphic changes, SFX changes/additions
- fix to wands (especially dual wands)
- fix to certain extreme scenarios (e.g. for dual wield sword with high attack speed and whirlwind enchants)
- some enchants balancing


As always, please share your feedback via report issue option - further changes in combat will be largely dependent on your voice.

(And yes - level 3 and level 4 can be done on Epic difficulty. Thinking outside of the box - enchant-wise and skill-wise - will ensure your victory)

Patch Notes Build: 0.2.0.8117

We have made some major changes in the last week. Big thanks to all who sent us a gameplay suggestion or reported a bug via REPORT ISSUE tool.

The detailed patch notes follow:

TOP ONES



  • Ability to GROUP-MOVE and GROUP-ATTACK – hold left SHIFT and press a location or an enemy – and all your champions will do just that.
  • Added COMBAT STATS of your champions and the enemies: HP, Armor, Elemental Resistances. While in combat, move your cursor above the target to see the current value (so you can see how various skills affect the current statistics - why your champions deal 0 damage to the enemy or why your tanks drop suddenly drop so quickly). We will be expanding this section later.
  • BOSSES are what they should always be: scary and challenging.They should require preparation before combat, on normal and higher difficulties.
  • New ENCHANTING PANEL – clearly showing which enchantments are available and for which item types.


TECHNICAL:



  • Lots of sources for occasional instability (camera issue or crash) were identified and removed.
  • Sound issues were fixed – volume should stay constant.


GAMEPLAY:



  • Added tool-tips on character screen.
  • Accelerated item progression – Tier 2 items are toned down, start to appear frequently on level 3.
  • Added information on difficulty level in save game information.
  • Added information (on Main Screen) what each difficulty level means.
  • Made changes to few skills – rebalancing, mana cost or booster(s) effects.
  • Many typos / syntax changes.
  • Reduced the potency of life-steal across the board (sorry).
  • Added some sound effects.
  • Added information that dual wield carries 50% penalty for off-hand weapon. Time to consider 2-handed weapons again.
  • Progress bar – all “missing” events are removed, you can now achieve 100% progress. If you completed the level – just enter it again to update the progress to the correct value.
  • Various changes/fixes to all levels and combat maps:
  • Some gameplay elements are more visible,
  • Reported graphic bugs,
  • Missing dialogues,
  • Textures fixed in Void sector,
  • Sleath’s notes placed in correct order,
  • Chest of plenty (exploit) removed,
  • Camera freeze after Orc Leader defeated without using any explosives,
  • … and plenty of others


COMBAT (major changes here):



Our main aim here was to make the combat more transparent and ensure that the role of the melee champions/tanks is now clear. We made several changes to how threat works, how threat-skills work, when enemies switch target, how they select their first target, etc.. We also changed Kane’s first skill (changed to new Taunt), which should better explain the mechanics of ToT’s real-time combat, as the player plays it.

We have also more clearly split various enemy groups into different categories, requiring different tactical approach – e.g. on Level 2: Constructs now have generally lower health but higher damage, also having few nasty skills. While Orcs have generally higher health and lower individual damage. On Level 3: Beasts are now true beasts – preferring to attack you only if they have superiority in numbers, while Golems are tough and resistant, even single enemy requires some planning. This will results in different combat experience across all four levels of the Tower.

And yes, bosses got such a beating last time, that they discovered their own blueprints, spent 5000 gold on training and now are ready for your party. They now sometimes (or perhaps.. always) require special preparation and adjustments. If your weapons or skills deal low or no damage, re-adjusts party, skills and equipment.

Some of other related changes:



  • Added information which skill is under which hotkey.
  • Lots and lots of changes to all enemies and all battle encounters.
  • Lots and lots of changes to Bosses and their battle encounters – they now should require a special preparation, on normal and higher difficulties.
  • Adding new combat types: 1) Large enemies and 2) Swarm (short but very intense).
  • Smoothing difficulty progression between all levels.
  • Making all shields an item worthy of consideration now.
  • Changed Armor and Armor Penetration stats – now armor penetration does come handy sometimes.
  • Added new Battle Challenges with unique rewards – Beasts.


Thanks for playing Tower of Time,
Event Horizon team

Upcoming Patch Friday 21/07

On Friday we will release our first major patch, addressing the feedback and issues received via REPORT ISSUE tool or posted on forums. Thanks a lot to all who are helping us to make this game better.

Among many other things:

- lots of changes to combat: (say ''hello'' to your tanks...)
- smoothing the difficulty - between first and second level
- accelerating item progression
- adding tool-tips explaining various things

Detailed patch notes will be pinned to the forum discussion area.

Story in Early Access

We have been getting quite a lot of questions regarding the content of Early Access from the story perspective, so here is the answer:

Think of our game as a trilogy, where Early Access is Book 1. Here you uncover the history of the great devastation that happened long time ago. At the end of this part of the game - you find the answers to most of those questions. But new questions arise - and what you had believed so far, take on a new meaning, setting the grounds for Book 2.

All quests in Early Access can be finished, all secrets uncovered. We do not plan to add anything new from the story perspective to this part.

Build 0.1.0.7913 Release

Hello everyone. "First Patch" Achievement Completed

We expected to be very busy today, 20h after the launch, but so far everything is running smoothly. So, just small fixes today.

We will be collecting all the feedback and by end of next week we plan to release major update.

Changes in this build:

* Fix to SFX slider - which was resetting when you enter a new place
* Small changes to teleportation - graphical effect and sound
* Reduced volume for “collect treasure” sound


Please use the tool in Settings - REPORT ISSUE - to get in touch with us. We are looking not only for bugs - but also all the comments you have about gameplay and combat.

Tower of Time had arrived !

We have launched on time and so far so good. No critical bugs reported. (we will release a patch shortly with few minor ones)

Thanks to everyone who decided to give a chance to an early access title. !

Please use REPORT ISSUE tool, available via SETTINGS - for an easy report in-game, whether you have encountered a bug or have a suggestion or comment. Whatever you report, we see it instantly in our system.