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Update V0.2.0.0 - Core System Balancing & Enhanced Crafting

Before we get into details of changes and extensions in this patch, I would like to thank all active players who have shared so much feedback and suggestions for improvement with us over the past weeks and months, which have really helped us so much moving forward.

With this patch we are jumping into version 0.2.X.X - this is a very special step for us! In addition to the major balancing changes, crossplay with mobile devices will also be possible very soon.

[h2]Core system balancing: Armor - Evasion - Absorption[/h2]



We have seen that in version 0.1.X.X, survival builds with max life are the best option for getting through dangerous player dungeons. This is mainly because life regeneration was calculated based on the maximum life.

The best support for this was equipment with evasion, as you have a chance to completely avoid damage. Armor with only damage reduction against physical damage or absorption with a very long waiting time that it takes for the shield to regenerate could not keep up.

From now on, armor will not only reduce physical damage, but also trap damage in general. The damage reduction from armor can be up to 40%. The bonus from the legendary Trapwalker shoes is added as a percentage. This means that a trap damage reduction of up to 60% is possible before resistances based on the type of damage reduce the damage further.

Absorption has also been revised and now only needs 1.0 second without damage until the shield starts to regenerate. The shield now needs 4 seconds for a full regeneration.

Life regeneration has also been completely revised. From now on, players receive a base regeneration based on their level and a capped bonus calculated by the amount of vitality.

In addition, creatures dodging has been completely removed from the game- this mechanic was totally intransparent and only led to frustration. You will no longer see a "miss" from monsters when hitting them! This change means that dungeons are now a little easier to play as more damage ins reaching the creatures. We will use this gap in future patches to further differentiate existing creatures.

We would like to assure that this will not be the end of the balancing - of course we also have an eye on offensive builds that we want to adjust in the next patches, e.g. glass cannon builds.

[h2]Sell & Salvage[/h2]



Many people have expressed the desire to make it easier to sell or salvage loot that they don't need. That's why we've added quick-select buttons to the interfaces that allow you to select all non-stackable and non-locked equipment from all stash pages.

[h2]Crafting at the blacksmith[/h2]



From now on you can also craft rare (yellow) equipment at your level at the blacksmith. Since some players have already accumulated large amounts of raw materials, these can finally be put to good use. You can also upgrade gems - although this is relatively expensive.

[h2]Many small improvements[/h2]



In addition to the major changes, many small improvements have also been implemented that were requested or where we noticed that clicks could be saved.


[h2]Winter time[/h2]

Of course we want you to be able to decorate your dungeons for winter. That's why our Tormentis Winter Event is starting soon, during which you can get exclusive dungeon decorations. These can of course be placed in the dungeon regardless of the event.

[h2]All changes in V0.2.0.0[/h2]

  • Core system (armor, evasion, absorption, life regeneration) completely revised
  • all resistances revised
  • crossplay functions integrated
  • crafting at the blacksmith completely revised and over 30 new recipes added
  • selling and dismantling at the blacksmith expanded so that all items in the inventory are selected/deselected depending on their quality
  • skill info on required levels corrected
  • skills show when they can be increased
  • revised display of connection points in the editor
  • editor: shortcuts tooltips (top-right) added
  • auction house UI expanded to be able to increase current active bids
  • winter event
  • switch added in settings to always display the numerical display of life and mana.
  • Clicking on friends and league interfaces no longer closes the menu
  • Adventure mode: display of monsters, traps and room values ​​corrected
  • Bookshelf corrected so that it only blocks 2 parts
  • Loot box adjusted: hitbox revised, now only requires 2x1 fields
  • Hitboxes of the skewers with skulls adjusted
  • Hero data completely revised
  • Bug corrected that allows parallel activation of one channeled skill and another


Our ARPG bundle with the Lindwyrm from Ghostwhale Games is still available. Get both games for an unbeatable price!

https://store.steampowered.com/bundle/46990/Ultimate_Dungeon_Bundle/



We look forward to a nice winter time with you in Tormentis and new, exciting and challenging dungeons!

Your Tormentis-Team
Oliver and Andrea