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Castle Of Alchemists News

A brand new bundle, Steam Tower Defense Fest, PixElated Festival and more!

[h2]A brand new bundle!!![/h2]

We are very happy to announce a new bundle with our good friend at ichbinhamma and their game Dwarves: Glory, Death and Loot !

You can buy the bundle with a discount of 10% at our page!


Festivals!

We are proud to announce we will be participating 2 festivals :

[h3]Steam Tower Defense Fest & PixElated Festival ![/h3]

Between 29th of July and 5th of August, we will be at a discount for 50%!!


[h2]What we are working on!
[/h2]
Aside from that, we are working on bringing a brand new melee weapon; Power Gauntlets!



A fast hitting melee weapon with 7 attack combo, that gathers kinetic energy with each hit to enemy and can spend that to create different effects. Coming with 3 alternative choices:

[h3]Power Gauntlets - Quake [/h3]
Alternative hits at 25% charge pounds the ground, dealing damage in a circular area around Bellator!

[h3]Power Gauntlets - Smashing[/h3]
Alternative hit at 50% charge smashes the ground, deals damage and slows enemies in a large radius. At full charge, it stuns instead of slow!

[h3]Power Gauntlets - Haymaker[/h3]
Alternative hits at 100% charge instantly kills a non-heavy unit, sending its corpse flying backwards dealing damage all units it hits!

Stay tuned for further updates!

vEA_08c Update

Hello good folk!

We are bringing traps, balance and QoL changes.

Here are the patch notes:

[h2]New Traps[/h2]
We reworked the Ceiling Acid Trap and brought its variants in.
  • Ceiling Acid Trap has been renamed to Ceiling Liquid Trap - Acid. It is now a 2x2 instead of 3x2 placement, and it's damage has been reduced from 1800 acid damage over 3 seconds to 1600 acid damage in 4 seconds.
  • New variant for the Ceiling Liquid Trap, Water Jet - Deals 100 physical damage per second, and wets enemies underneath, lasting 6 seconds. While hitting, it is conductive and travels electricity.
  • New variant for the Ceiling Liquid Trap, Burning Oil - Applies oiled condition to enemeis and immediately ignites them. It can also ignite other ignitables.


[h2]Balance Changes[/h2]
Small balance changes for Crank Gun and a rework for one of the Mechanical Booby Trap variants.
  • Crank gunk reload system has been changed from constantly increasing to an instant increase at the end of animation. A full animation fills 1/5 of the full charge (1/2 for the Bolt Gun). This fastens reload system roughly by 50% (almost double for Bolt Gun).
  • Maximum number of shots at full charge for Bolt Gun has been increased from 10 to 15 at base.
  • Bolt Gun no longer shoots immediately at the beginning of shooting animation.
We are aware of Bolt Gun is the most underperforming ranged weapon right now. We will monitor the effects of these changes and will make adjustments in the future updates.
  • Mechanical Booby Trap - Caltrop has been reworked into Mechanical Booby Trap - Gatherer. It now sends out chains and pulls them back, gathering enemies on itself in the process.


[h2]Quality of Life Updates[/h2]
  • Ceiling traps now become transparent when Bellator is underneath or when you move the cursor around them while in the combat phase. They also become transparent when you move cursor directly on them while in placement phase.


[h2]Bug Fixes[/h2]
  • A bug where Lanterns can still shoot and kill you after you win the game has been fixed.
  • Numerous wrong texts for English Localization has been fixed, including infamous text for Health Burst ability on weapons.


This update will go live for both main game and prologue versions.

Cheers!

Castle of Alchemists is a part of IGF Celebration Days!

We are excited and happy to share that we partake in IGF Celebrations Days, a digital showcase on Steam that celebrates upcoming indie games, Independent Games Festival nominees and winners as well as the players who love indie games!

The event is hosted on Steam between July 11 and 20.

Check the event here!

vEA_08b Update

Hello good folk!

We are bringing some stuff with new update! Here are the patch notes.

[h2]New Visual Effects[/h2]
New effects are added for aura buffs on the enemies for the following enemies.
  • Wolf Banner Rider
  • Slave Giant
  • Armored Slave Giant

These enemies provide aura effect buffs, making allies near them immune to Chill (Slave Giant) or Slow (Wolf Banner Rider).
Another effect is ready for an unannounced enemy, providing Fire Immunity to allies nearby.

[h2]Updated "On Trigger" Properties[/h2]
Updates mentioned here applies to all similar abilities on different "Triggers", such as "On Acrobatics", "On Reload" etc.
  • On "Trigger" Flame Explosion area is increased by 200%.
  • On "Trigger" Flame Explosion damage is increased from 100-120 to 300-360.
  • On "Trigger" Chill Explosion area is increased by 200%.
  • On "Trigger" Cluster Bombs' damage per bomb increased from 75-85 to 175-275.
  • On "Trigger" Cluster Bombs' number of bombs are increased from 4 to 6.
  • On "Trigger" Cluster Bombs area increased by 40%.


We will continue to explore and adjust underwhelming properties in future updates.

[h2]New Challenges[/h2]
  • Over 20 new challenges has been added.
  • Difficulty Mode challenges has been adjusted. Now you can do Regular Mode and Difficulty Mode challenges seperately, meaning there are more ways to farm resources.


[h2]Balance Changes for Levels[/h2]
  • Central Chamber starting resource is increased from 650 to 750.
  • Central Chamber minimum resource per wave increased from 300 to 375, maximum resource per wave increased from 480 to 600.


This update will go live for both main game and prologue versions.

Cheers!

vEA_08a - Hotfix

  • Fixed a bug which prevents continuing after Endless Wave Break at endless levels