v0.051 Published - Numerous Bug Fixes, Sprite Updates, Level 1-8 Nerf
There were a few big issues that were uncovered by my helpful playtesters when v0.050 was released, plus a few smaller issues that evaded detection until now. This update changes little in terms of content but fixes multiple bugs, a couple of which would crash the game. I also made a few smaller changes that should still make things look a little better!
These patch notes are pretty technical, but I'm sure it's something that other game developers will be interested in reading!
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1. Level 1-8 has been toned down. The two Dark Clerics closest to the Player have been removed, spinning blades between the sinking tiles have been removed, and the path between the sinking tiles has been widened.
2. Spinning blades now all disappear after completion of a stage. These blades would no longer hurt you when the match was over, but they still spun ominously around the player. This seemed to cause unnecessary stress for playtesters, so it was best to just remove them altogether.
3. Several NPC sprites have been updated; the biggest change is that the kobold sprites have had their appearance updated to match that of the Player. They were drawn before their design was finalized, and that has now been corrected.
4. Star Smash has been fixed - it used to crash if you cast it.
5. Fixed a crash resulting from navigating the inventory with the Goblin.
6. Fixed a problem with item quickslot sprites not updating properly if you change what item it's assigned to without saving, then dying and reloading.
7. Fixed an esoteric bug with spell quickslot assignment. If you learn a new spell, assign it to a hotkey, then die and reload, when you go back to learn that same spell without restarting the game it would still have the old hotkey assigned, resulting in two spells having the same hotkey assigned.
8. Fixed a bug where if Battle Rage or Hardened Shell were active when you died and reloaded, you would permanently lose the stat it enhances.
9. The enemy information terminal in the teleporter room now gives more detailed information about enemies.
10. Your weapon now inflicts a minimum of 1 damage per hit with a weapon, but you'll hear a sound letting you know that your hits are not effective.
11. Slime spit now decays after a certain time, rather than traveling across the whole map.
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If no more major issues are reported, then the next major things to work on will be the parry system and adding the Orc as a playable race into the game. Once these are done...there isn't much left to do in the demo. A few months ago the end was in sight, but now the end is actually getting close. There will be some little details and things that I will add that make the game feel more polished, but once the little things are done that's it - I will start work on the next level of the game, which will bring about many new spells, items, upgrades, NPCs, and 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 |
More posts
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- Status Update - 9/15 Levels Finished, New Video Devlog, Boss DesignSep 02, 2024
- Roadmap to Completion of Zone 2 - The Steamworks FoundryAug 18, 2024
- 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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