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vEA_05a Ranged Weapons Update

Hello PEOPLE !!

We coming in hot with a new update on ranged weapons. This took a while to build back-end stuff for the future updates.

But before patch notes we have an important announcement regarding localization.

To expedite the updates we will be making to the game, you may notice some gaps in the localization for a while. New texts will be available in English most of the part.

The reason for that is, Localization updates takes quite awhile for us, and they cost us as well. We want to make swift updates, as well as want to try our new things when possible depending on the community feedback.

But when you translate everything, even the things that might be removed or changed with next update, this takes both a huge time investment and financial investment.

Hence, we will be updating languages other than English later on, and only when the updates are set in stone. Hope you people understand us.

Now, into the update:

RANGED WEAPONS UPDATE


Each ranged weapon now can be crafted into 3 different versions, just like other items. If you already unlocked the recipes, you can go an craft them with no problem. Here are the weapons you can choose from :


  • Blunderbuss - Regular blunderbuss that you have used up to this point, only slight adjustments to its stats.

  • Revolving Blunderbuss - A more precise blunderbuss with an increased capacity, at the cost power.

  • Dragon Blunderbuss - A less powerful version of the regular blunderbuss that unleashes a powerful fire breath at close range at the top of its regular damage. Its pellets deal half of their damage in fire. This weapon can ignite oils and explosive gasses.

  • Repeater Crossbow - Regular crossbow that you have used up to this point, only slight adjustments to its stats.

  • Acidic Repeater Crossbow - Repeater crossbow that shoots acidic bolts, which apply Corraded to the enemies and deal half of its damage in Acid.

  • Frost Repeater Crossbow - Repeater crossbow that shoots frost bolts, which apply Chill to the enemies.

  • Crank Gun - Regular Crank Gun that you have used up to this point, only slight adjustments to its stats.

  • Zeus Crank Gun - Crank gun that shoot electricity infused pellets, which deals half of its damage in Electricity.

  • Bolt Gun - A powerful mini cannon powered by steam, shooting precise and powerful pellets with a faster reload time, at the cost of rate of fire.


With this update, overlapping qualities are removed from existing weapons (such as Fiery Rounds or Acidic Rounds) and these abilities will no longer come from randomised abilities.


UI UPDATES


  • We slightly altered the UI for Crafting, for better visuals at the type selection.

  • Retry button has been added to the Pause menu.




For future updates, we are gathering feedback from you guys, both in Steam discussions and Discord channel. Soon we will address mostly repeated features, such as Trap Selling prices, a better melee system, expended challenge UI etc.

Stay tuned.

vEA_0.4 Hotfix

Gameplay Changes

All items' base default values has been adjusted, such as damage, cooldown etc.

Initially we had designed this items in a way that different types were chance based abilities.

But with recent revamp, you can now select types instead of relying on RNG gods. This made some items as obvious choices. As an example, explosive flask's stunning type is far superior to regular type, since it deals same damage and stuns on the top of that.

As a result, we changed those base stats for each type. Explosive flask base type received a huge damage buff and cooldown buff, while stunning type's damage is reduced and cooldown increased.

This balancing updates will continue with your feedback.

This update *may* cause some differences in some stats on old items. All your newly crafted items will have no problem though.


Bug Fixes


Central Chamber enemy spawn internal has been fixed. Previously there was a bug at the end of 4th wave, where enemies spawn with 5 seconds intervals.

Visual Updates


All pellets visual has been updated with new shaders. They glow nicely now.

Stay tuned for further updates! Cheers!


vEA_0.4c Update

NEW TRAPS

Two new variations for Ceiling Dart Trap has been added: Mini Cannons Trap and Ceiling Electric Trap.

You can unlock them by playing Warehouse Floors and Snake Bridge levels.

If you already finished those levels this traps will be already unlocked.


ITEM REBALANCES
  • All items have gone through rebalancing in their base stats, such as damage, crit chance etc. This includes variants as well, meaning a Marking Greatsword have different base stats than Frost Greatsword.

    This is the first step for item rebalances, and we require your feedback for further improvements.

  • Melee weapons received buffs across board in terms of damage, crit chance and stamina consumption. Ranged weapons will be reworked in upcoming updates and their balancing will be done at that time.


ENEMY REBALANCE
  • Royal Guards no longer teleport when they take damage. They only teleport when they see you first time and they teleport onto you. Their teleport ability replenishes only when you lose their agro.

  • All waves have been rebalanced. There was a bug which caused more enemies to spawn than intended. This also fixes infamous bug on 3-1 , Central Chamber where we spawn thousands of enemies in mere seconds. (see bug fixes)


QUALITY OF LIFE UPDATES
  • New feedback has been added for equipping new items in Arma.

  • Quality indicators added for melee weapons and ranged weapons in Arma.

  • Traps' sell buttons visuals has been updated with smaller versions.

  • You can now see the area of effect of traps when you hover over their sell buttons. You can enter sell mode via holding Left Shift (default key).

  • Holding Left Shift(or Sell Mode button if you rebinded it) now shows the cooldown of the traps when you are in combat.

  • For towers, quality of life updates will come with next update as soon as possible.



BUG FIXES
  • Central Chamber enemy spawn bug has been resolved.

  • Royal Guard AI has been adjusted to fix a potential bug.

  • Several visuals bugs has been resolved.

  • A possible fix for Winter Shaman has been deployed.
    They were stuck in attack motion when you left their agro range, we deployed a fix and did not encounter the problem. If it continues let us know.


NEW UPDATE - TEST YOUR METTLE!




Hello people!

This year we will be attending Gamescom with our game Castle of Alchemists. You can find us at the Hall 10.2 F030 ! And to celebrate that we are releasing a banger soundtrack and a huge updateto go along with it!

Unleash the Power of Metal at Gamescom with "Castle of Alchemists" Soundtrack Pack! Get ready to rock your gaming world with 16 electrifying metal tracks that'll set the stage for epic battles and adrenaline-pumping action. Dive into the pixelated tough vibe and feel the energy of every riff and rhythm.

And for the patch here are the notes:

ENDLESS MODE

We have brought in the Endless Mode with 3 map, one for each scroll!

These are maps that already exist in the game. As we gather feedback from you people in feature updates Endless Mode maps will be unique.

Each map starts with a set amount of resources. As you survive, you will get a break each 5 waves and a small amount of resource. After awhile, no resources will be given for extra traps, however in endless mode you can sell your traps from full price in any moment.

Goal is not to win but to survive against ever escalating odds.

With endless mode, you can easily farm resources for crafting materials.

CRAFT REVAMP

Previously, from a given recipe, you had a chance to get a different type of the said item, such getting an Electric Hammer from Blast Hammer recipe.

Now with the revamp, you can select which item type you want to craft from that recipe with a button located under the item visual in the crafting menu.

We are aware this makes some items less favourable, such as Explosive Bomb, when you can outright select the better Blinding Bomb version since it is no longer tied to chance. We are working on editing items on a greater depth, and will bring balancing in the upcoming updates.

QUALITY OF LIFE UPDATES

[h2]Small Info Boxes[/h2]

In Craft Menu and Arma Menu, you can see the abilities of your experimental warfare in small info boxes now.

Example: If your hammer has Crushing Blow Chance and Extra Core Capacity, small info boxes will appear on the sides to explain what is Crushing Blow and Core Capacity.

An important note is that this will only work for newly crafted items. Your existing items before this update will not show any info boxes.

You can go into compare mode by holding Alt key on keyboard or L3 key on controller. This is not arranged for a keybinding right now but will be as soon as possible.

[h2]Remaining Enemy Strength[/h2]

There is now an indicator of remaining enemy strength on the right of the screen now. This will bar fill at the beginning of the of the wave and will deplete as you kill enemies. Exact number of enemies will still be unknown.


[h2]Updated Minimap Visuals[/h2]

Enemy spawn points now flash when they enter and exit point flash if they managed to escape.

Bannerman type of enemies have different icons and they flash on minimap as they start casting.
(Check enemy updates below for further details on Bannerman)

[h2]Enemy Health Bars[/h2]

Enemy health bars appear for 1.5 second on enemies when they take damage from Bellator melee or ranged attacks.

We are still working on controller support to give a better reading on enemies health bar without locking.

[h2]Damage Feedback[/h2]

A small visual feedback has been added when Bellator takes damage

NEW ENEMIES


4 new enemies have been added to the Flame group, Armored Elites, Bannerman and a Spellcaster. These new enemies have been added to the existing maps.

Bannerman casting behaviour has been changed. Now as they spawn, after a certain amount of time, they will stop and start casting for around 12 seconds, applying their buff, approximately 10 times.

This means, if unchecked a single banner man can buff almost an entire sub-wave.

Number of Bannerman enemies have been reduced across boards.

SFX AND MUSIC CHANGES


Placement scene now has a subtle soundtrack.

Various SFX has been buffed up to be heard better. Previously, some of the crucial SFX was difficult to hear among all other sounds and music.

GAMEPLAY CHANGES


Repeated application of Chill condition now freezes enemies.


We eagerly await your feedback. We will rebalance and update as quickly as possible from now now, especially on the numerical part of the game.

What's going on in the Castle?

Hello people !!

We wanted to inform you about what we are working on and our progress, as well as changes incoming!

Endless Waves


First of all, we started on endless map actively right now. Initial testing is started, we can spawn endless waves, based on a "Pointbuy Difficutly System" with a highly customizable (on our end) spawn system. We are adding necessary back end stuff to it.

As beginners, we will use existing maps for Endless mode. Each Scroll will have one endless level for starters. As time progress, we will add custom endless maps. These maps will be a place where you can farm crafting resources indefinitely.

You can expect the Endless Wave update soon, with extra goodies, new enemies and new traps.

Crafting System


It came to our attention that majority of the items in the crafting are still undiscovered by most people, due to RNG.

So, we are gonna revamp the crafting system to be more robust.

You will be able to choose which type of that recipe you want to craft from the crafting menu. As an example; from the Blast Hammer recipe, you can choose between Blast Hammer, Furnace Hammer and Electric Hammer.

We will also add several more randomized properties you can get on your weapons (Extra damage against bleeding targets, Life Steal, effects on reload or charge activation such as temporary shields etc.).

We already made progress for the revamp, just making sure it does not break anything existing and preparing necessary UI elements for it.

Crafting Revamp will come after Endless Waves update, as soon as possible.

Better Readability


Speaking of conditions and abilities of the items, we are aware that they are not easy to read and confusing. Getting "Crushing Blow" on your weapon, but not knowing what it does, is frustrating. We already added these abilities into library, but they are obscured for the majority and do not include all the things we have, such as Health Burst.

To solve this we will add small info screens near the equipment or in the craft screen.

As an example, if you craft a weapon that has crushing blow chance, health burst and stun chance, each of this conditions, how they work and what they do will be given in small info boxes right next to them. We are preparing UI elements for those and will share results as soon as possible.

Synergy Revamp


As an addition to that, we are gonna revamp some of the synergies and how they work as well. We are aware no-one gets Ice Kills right now (Wet+Chill condition required). These will be more accessible with more synergies introduced and the changes to the current ones right now.

UI/UX and Synergy Revamps will roll with Crafting Revamp update.



Stay tuned and feel free to add any suggestions you have into the discussions.

Have a blasting week!

Team Machiavelli