v0.041 Released - New Playable Race, Fullscreen Mode, and More!
The refactoring I mentioned in my previous devlog has largely been completed...it represented one of the single largest sources of technical debt in the build, and one that I had been putting off working on for the last several months. After extensive testing and debugging, it appears as though everything is in working order! There's likely something that I missed along the way, but hopefully these are small glitches at best. Still, I'm quite pleased with the end result and working with the system is so much easier than before! In addition, there are several other enhancements, fixes, and small features added into the game to make the experience better overall!
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Here's a full list of everything that's new to this version of the build:
1) There is a new playable race: the elf! This race focuses heavily on magic specialization, offering numerous bonuses to your spells that make them much more effective! Two races remain for implementation: the orc and the dwarf.
2) Fullscreen can now be toggled in the Game Options.
3) In the Game Options menu, you can now toggle a button that displays the damage your character takes.
4) Whenever you have unspent Feat Points, the Feats tab now flashes yellow to let you know to spend them!
5) Experience required to level up has been increased - you should end the demo at a slightly lower level now, as I think the previous rate was too fast.
6) Some enemies can now drop potions. Redox mentions this in a conversation, but this was never actually implemented until now.
7) The end boss has been made slightly more difficult. Over the course of development, various added features and balance changes mean that you reach the boss with more gold, items, and bonuses than when the combat stages were first completed. Since this also made the final fight a lot easier, I've made a slight upward adjustment to the difficulty. In the future, the AI of the boss will receive a more comprehensive rework as it is still running on code from the 2018 demo.
8) Fixed an issue where music did not always stop playing after your character dies.
9) Fixed some bounding box issues with the player sprites - this is the source of a teleportation glitch that occasionally crops up.
10) The Armored Skeleton got some much-needed love. This enemy was a complete mess - buggy AI, messed up hitboxes, misaligned sprites - I don't have any idea why I let this enemy stay so long in its current state. It still needs a little more TLC, but all of the above were fixed and the enemy functions much better overall.
11) Various other bug and sprite fixes.
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The next update will include the orc as a playable race, and I'm hoping to have the Character Creation music finished as well. I intend to begin working on visible armor sprites on your character. This will take a while to do, so it's not something that will come out for a while. But the internal state of the game is a lot better than it was before - I've been able to get rid of several redundant objects and sprites and the code is easier to work with than before. I can't wait to finally start adding in new stages and enemies, as well as the Forge!
Files
Get Tower of the Immortals
Tower of the Immortals
Tower of the Immortals Demo
Status | In development |
Author | Bynary Fission |
Genre | Action, Role Playing |
Tags | 2D, 8-Bit, Action RPG, arpg, Boss battle, Fantasy, NES (Nintendo Entertainment System), Pixel Art, tower |
Languages | English |
Accessibility | Color-blind friendly, Configurable controls |
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- Update on New Content - New Shop Items, New Armor Animations, and the ForgeJul 30, 2024
- Progress on the New Level, the Forge, and a new Discord Server!Jul 17, 2024
- Battle Tower Royale is now Tower of the Immortals...and the full demo is RELEASE...Jul 05, 2024
- Final Demo Release Imminent - And Game RebrandingJun 25, 2024
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