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Indulge Lady Tallowmere and see how far through her lovingly violent dungeons you can delve in this 2D indie action roguelike-inspired platformer. New rooms are procedurally generated every time you play. How far can you make it?

Post news Report RSS Tallowmere now has a Steam Greenlight page, and v169 is out now

Let the Yes votes commence! And Tallowmere now sports an item rarity system, equippable outfits, headgear, shields, merchant NPCs that buy and sell goods, and a new interface to utilise all these items.

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Tallowmere is on Greenlight

Tallowmere needs your vote!

If you'd like to have Tallowmere be for sale on Steam, please visit Tallowmere's Steam Greenlight page and vote by clicking the "Yes" button. Thanks!


Alpha 169 is here

Tallowmere Alpha 169 is out now – view the official changelog to see what's new (or continue reading below). Highlights include a new item rarity system, equippable outfits, headgear, shields, merchant NPCs that buy and sell goods, and a new interface to top this all off.

CHANGELOG:

Equippable outfits, headgear, and shields are now in the game.

Weapons, shields, outfits, and headgear now have random rarities with random stats. There are 7 different rarity levels:

  1. Basic
  2. Uncommon
    ★★
  3. Rare
    ★★★
  4. Fabled
    ★★★★
  5. Legendary
    ★★★★★
  6. Mythical
    ★★★★★★
  7. Otherworldly
    ★★★★★★★

Created the following equipment sets:

  • Darson's Armour, Helm, and Shield
  • Ghoulhide Armour, Mask, and Blocker
  • Mercenary's Outfit and Helm
  • Adventurer's Garb and Hat

(I plan on adding more sets and adding unique features to each set in future builds)

Merchants now sell items:

  • The home town merchant refreshes his wares every time you max your souls out.
  • Random merchants can be found throughout the dungeon.

Created a new interface:

  • Pressing Esc brings up the main menu, featuring new things like:
    • Change screen resolution
    • Toggle fullscreen
    • Adjust music volume
    • Adjust sound effect volume
    • View version info
  • Pressing the i key (i for inventory) brings up your inventory:
    • View and equip your weapons, shields, headgear, outfits, and consumables
    • View your passive stat traits
    • View some statistics for your current run
  • Interacting with a merchant will let you:
    • Browse their wares
    • Sell your stuff

Added new consumable, the Anti-stun Potion:

  • Gives immunity against Ogre stuns.
  • Lasts 5 minutes.

The home town now has a static layout, with the aim of being less frustrating.

Tallowmere is now built using Unity 4.5:

  • 64-bit Mac builds now support gamepads.
  • Dropped support for Mac OS X 10.5.
  • The physics system has changed slightly, most notably affecting body parts and zaeries. Will be an ongoing process to tweak this.

Added new dev console commands:

  • delete player prefs
  • give antistun potion
  • give coins
  • item rarity 0
  • item rarity 1
  • item rarity 2
  • item rarity 3
  • item rarity 4
  • item rarity 5
  • item rarity 6
  • item rarity 7
  • spawn chest
  • spawn chest with emerald dagger
  • spawn chest with flamethrower
  • spawn chest with grenades
  • spawn chest with shield
  • spawn chest with consumable
  • spawn chest with headgear
  • spawn chest with outfit

Other changes:

  • Boss rooms now contain a locked treasure chest that can be opened after defeating the boss; these chests always contain an item of Fabled rarity or higher.
  • Bosses now have a little more health to feel more tanky.
  • Burning an enemy with the Flamethrower now resets the enemy’s fire-extinguish timer (so their flames don’t die off prematurely).
  • Cutscenes and NPC conversation dialogues can now be hurried along by pressing keys.
  • Dev console now lets you press Up Arrow to bring up your last command.
  • Enemies and traps now gain more attack power when they grow stronger.
  • Health regen now occurs every 1.5 seconds instead of every 1 second.
  • Hopefully finally fixed monsters and traps triggering and/or coming alive while new rooms are being loaded.
  • Finally fixed fire mages standing still!
  • Fixed a rare bug where the first “Kidnapping” cutscene would sometimes have the leaper forever walking west.
  • Fixed hanging issues regarding Lil’ Wizard and her gamepad setup schemes.
  • Fixed crit damage display numbers being incorrect for certain weapons even though crit damage was being dealt successfully.
  • Fixed “Attack of the Zaeries” room not always being completely covered in spikes.
  • Fixed enemies getting stuck on waypoints.
  • Fixed fire mage flame balls colliding with pinwheel traps.
  • Fixed flamethrower flame hitbox being too small.
  • Fixed grenades sometimes only showing their shadow and not their actual sprite.
  • Fixed Lady Tallowmere sometimes retaining a speech bubble after escaping from her cage.
  • Fixed pinwheel traps not dealing damage to creatures that stayed within the pinwheel’s radius.
  • Fixed rocket launcher rockets being able to collide with your shield.
  • Fixed the Axe, Emerald Dagger, and Katana sometimes making you flinch if you hit an enemy and a wall in one swing.
  • Improved performance for when coins and body parts collide with things (reduced audio playback calls).
  • Improved performance thanks to new object pooling system.
  • Improved the max-souls explosion framerate lag.
  • Leapers now become angry when a grenade bounces off them.
  • Opening a locked door is now faster; the key insertion sequence has been removed.
  • Removed the “+extra souls” passive; returning to town more frequently wasn't fun.
  • Removed the “+health on hit” passive; too overpowered since you can spam your weapon indefinitely.
  • Revised the way enemy’s stats level up; generally, enemy damage should now increase more often.
  • Self-inflicted damage from rocket launchers and grenades is now capped at 33% of your max health per hit; this is probably too generous, but feedback is welcome!
  • Slightly increased coin pickup radius.
  • Slightly increased conductor’s attack range.
  • Slightly increased fire mage attack speed.
  • Spike traps now knock monsters back slightly.
  • Raised enemies’ maximum damage limit.
  • Reduced the “Your enemies grow stronger” message duration.
  • The elevator now moves faster.
  • The “Time Flux” room now always starts at normal speed (for at least a moment).
  • Treasure chests are now able to contain weapons you already have.
  • Updated the Axe’s texture.
  • Weapons found in treasure chests are no longer stronger than the previous weapon you acquired; this is due to how the new rarity and item stat system works.
  • You can no longer consume a Health Potion if your health is maxed.
  • Zaeries now exclaim when they see you.

Known issues:

  • Camera doesn't zoom in and out when you have the Emerald Dagger equipped.
  • Jumping with the flamethrower sometimes makes you jump twice as high.
  • Forgetting to rescue Lady Tallowmere from her cage will cause her speech bubbles to be seen in the next room.
  • On Mac OS X, if the Tallowmere launcher appears to crash when you click Play!, try selecting to run in Windowed mode; you can then select Fullscreen from Tallowmere’s new in-game options menu. Or, just try launching the app again; seems to work on the second try usually.
  • PlayStation 3 gamepads currently crash Unity on Mac OS X. Unity has said this is a known issue, so hopefully a fix will come soon.
  • Zaeries don't bounce nor spin as much as they used to.

For further details, please visit www.tallowmere.com.

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