Devlogs
Archtower v0.6.7.0 Steam Early Access update
Archtower v0.6.7.0 Steam Early Access update
Archtower updated to v0.6.7.0, free demo was updated as well.
https://store.steampowered.com/app/1837690
Patchnotes:
WHAT'S NEW
-Only for Alpha-
- Added subclass system (available after completing Act 4) (Subclasses are temporarily sold as textbooks from the Skill Master, quests will be added later)
- Added the “Vagrant” subclass for the “Vagabond” class
- Added the “Pyromancer” subclass for the “Firestarter” class
- Added the “Toxinologist” subclass for the “Poisoner” class
- Added the “Slayer” subclass for the “Fighter” class
- Added the “Skirmisher” subclass for the “Archer” class
- Added the “Ravager” subclass for the “Vandal” class
- Added the “Assassin” subclass for the “Rogue” class
- Added the “Thunderer” subclass for the “Electro” class
- Added the “Houndmaster” subclass for the “Stalker” class
- Added the first ultimate abilities (for subclasses)
- Upgrades of ultimate abilities enhance skill upgrades of the same tier
- 9 new achievements for classes with available subclasses
CHANGES
-For Alpha and Demo-
- Classes with added subclasses have some upgrades rebalanced a bit to fit the new system
- Added control customization for the Ult, some rearrangements to the button customization lists and default layout
- Fighter, first skill, enhanced attack works only for melee weapons
- The lamps above the entrance to the Tower are now always lit, not switched around
- Redrawn Archer skill icons (for the corresponding achievements too)
- Vandal, increased passive class bonus to health and its upgrade
- Passive health regeneration regenerates HP smoothly instead of once per second
- Rogue, slightly increased passive class bonus to dodge and its upgrade
- Other minor changes
-Only for Alpha-
- Slightly redrawn banners of the Harbinger for their uniqueness
- Added “Restoration” effect for the hero (restores health for a while)
- Some minor renaming
- Added Fame +10% for having a subclass when retiring
- Some class skills that require certain weapons, show all unlocked weapons in the requirements, not just what the character can wield
- Crystal staves of ice, weakened damage, removed bleed effect
- Added bonus for clan level 75, ultimate abilities regenerate quickly at home locations (camp, clan domain)
- Electro, the first skill, now deals different damage to all targets separately
- Other minor changes
FIXES
-For Alpha and Demo-
- Some edits in localization texts
- Fixed some old minor bugs of base classes
- Some music tracks were in Mono instead of Stereo format
- Smoother light switching between lamps
- Fixed a bug where in the Clan Domain, the Montekkers' throne was accidentally replaced by the Lowhanders' throne
- Fixed an issue where 3rd-person weapons were not showing as used as 1st-person weapons for quick shots
- When selecting some upgrades in unsafe locations, a weapon hit would happen
- “Lightbulb” indicators for buffs/debuffs/traumas in inventory were not responding to some effects
- Fixed a bug where the “Multi Strike” power crystal could be used while aiming/tensioning the bowstring of the main weapon
- Other minor fixes
-Only for Alpha-
- Fixed minor bugs in code when hitting bosses with the “Cunning Tricks” talent with stones and arrows
- Level 13-3, north exit should lead to 14-1, but it led to 13-4
- Fixed crashes at the end of 14-2
- Gunner, second skill, now if there is no suitable ammo, does not waste resources trying to use it
- Starter bags and starter crystals no longer appear in the Intro after taking the relevant tower upgrade
- Hound, if defeated, no longer gets healing for bleeding an enemy if the corresponding upgrade is taken
- Fixed a bug where enemies' melee attacks were absorbed by the bodies of some fallen followers if they were in the way
- Power Crystal “Trap Net”, fixed extra checks against common enemies
- Fixed issues where some Act 4 enemies would stop attacking if you interrupted their attacks at a certain point
- Other minor fixes