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Post news RSS Archtower v0.3.2

Archtower v0.3.2 is on the indiedb.com now! Check this out. Archtower is an action/rpg roguelite.

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Traits & Weapons Edition Patch v0.3.2 is released!

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Patchnotes v0.3.2:

• 1st level armor, for better defence of level 1 characters
• weak gear drops from barrels
• added settings option to turn music off
• new characters may get up to 2 traits for their further differentiation
• appropriate equip slots are highlighted when you drag an item with mouse
• some new tower upgrades
• message alert on hud for leveling up you character or clan
• added settings option for minimalistic hud
• first tier perks for new skills added with last patch
• clan upgrades, micro bonuses for levelling your clan
• new save system, OLD SAVES WILL BE DELETED!
• new quest Compensation is available for those who lost old save files during game upgrade (you will get some gold, crystals, exp, clan fame, and instant access for 3rd floor), talk with advisor npc in camp
• if you hover mouse over equip slot, you will see pop-up hint of what this slot uses for
• new weapon: slings, axes and maces (maces unlock with vandal class)
• new item prefixes (exp, skill damage, physical damage, energy damage, poison damage, body damage, dot damage), most of theese will appear later on higher lvl gear, but you still can get those bonuses with clan upgrades
• NPC's will wave you a hand, if it has available quests for you
• you will see quest reward list in dialog after completing your quest

• exp gaining from enemy slaying on normal mode (Story) changed from 80% to 90%
• batbirds squick when alerted on hard mode (Ballad) too
• more loot drops for 1st floors
• all gear from boss chests are always good quality (green) for all difficulties
• more useful equip drop from chests and barrels, it depends on your class archetype and masteries
• new players start game with 84 gold, instead of 0
• prefixes little rework for better control over already existing gear
• more useful prefixes on good gear, it depends on your class archetype
• flames on level 'Floor 1-3' are much easier, especially for normal mode
• little changes for spikes damage formula, more depends on your level, less on your max hp
• a bit faster batbirds for intro level, a bit slower for hard mode
• rework for tower upgrades window
• class passive perks for skill usage resource potions now require tower upgrade 'Potions'
• sticks changed from STR-based to STR/DEX weapons (use max value of STR or DEX for damage calculations)
• some changes for trees allocations in intro and camp for more natural look, also added bushes and grass
• health threshold to use bandages changed from 33% to 25% (when you hear heartbeat), but now bandages can heal you over that threshold
• changed TP (trick points) cost for 'Multi Strike' skill from 2 to 1 (for DEX-based archetype)
• items now drop for normal mode as frequent as for hard one, but quality of items will be a bit worse for normal
• cost of spellbooks for new skills changed from 3 crystals to 2
• more noticeable 'new perks available' message
• shields available from the start, don't need to unlock them with first boss
• bows now require bows mastery to use them
• 'Vandal' class no longer has swords mastery, but now he has axes and maces masteries
• 'Fighter' class now has axes and bows masteries
• 'Archer' class now has bows mastery
• working on quest now you will see progress numbers of its tasks (w.i.p.)
• nerfed damage of energy explosion upgrade of 'Flame Vial' skill
• prefixes for physical and energy resists will appear on later higher leveled gear for better usefulness of those
• boss now moves slower and less frequently
• enemies move slower during casting of skills

• bug is fixed, game didn't appear on taskbar
• bug is fixed, some objects could break some window sizes for a second, changing fonts inappropriately
• went from interpretator to complilator, higher performance, new unknown bugs are expected
• 'Fire Wave' skill won't spawn flames under yourself putting fire on you if you are going forward, but you still can got burns from it, if it stops near wall and you touch it
• bug is fixed, weight calculations in intro could be broken if main saved character had too many items in its bag
• new code optimisations for better work
• bug is fixed, if you used medicine pot during bandaging healing could drop to threshold amount, wasting your heal pot
• bug is fixed, sometimes 'Charge' skill had wrong cooldown value
• bug is fixed, description of 'Crystallography' perk said it improves damage of crystal skills, but didn't do it for actual damage calculations
• other minor fixes






Trailer v0.3.0

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