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Tormentis News

Update V0.3.7 - Dungeon Defense Balancing

Dear community,

The new update V0.3.7 is a comprehensive balancing of the dungeon defense and implements many suggestions for improvement from our Discord server.


The recently revised talents have created an imbalance that we need to balance accordingly. There were also loud voices and requests to strengthen bosses and make them a real challenge. Tormentis is not a Soulslike - but we also think that a boss should feel like a final boss in the dungeon. Therefore, both elite creatures and especially boss creatures have been made stronger so that they survive longer and also cause noticeably more damage.


A big problem with the mixed construction of creatures and traps was pulling out individual creatures and defeating them far enough away from the traps. With the update 0.3.7, monsters run back to their original location and heal from a certain distance.


In addition, some suggestions for improvement have been implemented in this update. Above all, visual improvements to make it easier to read larger numbers for gold amounts, but also confirmation dialogs if you want to remove a filled room, for example.


[h2]Overview of all changes in update V0.3.7[/h2]
  • Increase in defense points per regular room by 32 points (max. 720)
  • Revision of creature values ​​(life points, damage)
  • only a maximum of 1 boss can be placed in a boss room
  • Damage from weak traps adjusted
  • Creatures run back and heal
  • Faster meteor effect after spell
  • Placement in the dungeon editor improved
  • Simplified increase of dungeon elements by holding the button
  • Confirmation when removing full rooms
  • Improved display of gold with thousands separator


[h2]What's coming next?[/h2]

For all players who like to see more bosses in dungeons... There will be a new room in the next update that can be added once and that allows the placement of a second boss in the dungeon.

Another important improvement will be the enemy AI, which we have also planned for the next update. This will mainly change the behavior of the creatures, so that melee and ranged fighters behave differently.


https://store.steampowered.com/app/1782480/Tormentis/


We hope you enjoy the update!

Your Tormentis team
Oliver and Andrea

Update V0.3.6 - Bugfixes

Dear players, the new update contains important bug fixes, especially affecting movement and movement behavior around obstacles.

In addition to many bug fixes, which were mainly reported via our Discord channel, we have finally fixed the cooldown problem with channeled skills. From now on, the skill cooldown begins when the channeled skills are finished. This mainly affects Strafe and Whirlwind.

[h2]Changelog Overview[/h2]

  • fixed movement failure through obstacles
  • fixed blocking dungeon decoration
  • fixed channeling skills start cooldown after ending
  • fixed tesla tower sfx volume
  • fixed effective movement speed and strafe
  • fixed friends invite with code
  • fixed copy friends code
  • fixed top menu counters
  • minor cooldown and mana cost adjustment for firewall
  • slightly reduced cooldown for whirlwind and strafe


Your Tormentis-Team
Oliver and Andrea

Update V0.3.5 - New Talent Tree & Status Effects

Dear community,

The new update V0.3.5 focuses on a simplified, clear talent tree that can offer new gameplay options with the help of selectable talents. This update is also a step towards bringing more transparency to calculations, values ​​and active states in gameplay.


[h2]The new talent tree[/h2]



The new talent tree is designed to be easy to understand and clear. It also offers new flexibility, as you have three trees that you can configure and change the active talent tree at any time. This means fewer talent tree resets are necessary!

As before, a maximum of 49 points can be distributed across the talents. Each talent node must be fully filled (with 5 points) to unlock the linked node below.

The 3 passives can be changed in each talent tree at any time. Passives are special changes, such as Iron Stand, Safe Distance, Glass Cannon and Phoenix. In addition to revising the existing ones, 6 more passives have been added. We already have more in the works that are in an active test phase and will be included in future updates.


[h2]Hero states in the game[/h2]



It is important to us that players understand the game better and can recognize whether the hero has an effect or a special state.

In the game, permanent effects (as long as they exist) are shown with a gold border, short-term positive effects with a green border and short-term negative effects with a red border.

This means that if you have selected the passive “Phoenix”, you will see a corresponding icon with a gold border as long as this effect is still available.

If you are hit by a snowball mortar, you will see the slowing effect with a red border for 2 seconds.

The talent “Safe Distance” now also shows an icon if you are in a position that enables the damage bonus.

This opens up completely new possibilities for future passives or special properties on legendary items.


[h2]Revision of the hero statistics[/h2]



Here too, there was a lot of confusion, especially with the representation of where the values ​​came from. We have also completely revised this and standardized it across all values.

The change is as follows: if there is an underlying maximum limit, this is shown in gray. If the value has a base value, this is then displayed. Then all values ​​from equipment, talents and attributes are summarized in "bonus". If a passive changes the value, it is shown as "change by passive".

The attributes have already been completely revised with additional information in the last update.


[h2]Standardization of directional and position-related movement[/h2]

All types of movement now use the same technical movement scheme, so there are no longer any differences between mobile + WASD and mouse control.

This change was necessary because some blocking dungeon decorations could be overcome on mobile, while the position-based controls made it impossible to get past.

[h2]Changelog[/h2]

  • Effects/hero status icons added in gameplay
  • Talent tree with 10 passive skills revised
  • Hero statistics and tooltips revised
  • Trap information and translations improved
  • Monster life and weapon damage adjustments in level range 1-10
  • Difference between direction and position-based movement fixed
  • Shop counters fixed in editor
  • Hero preview for league ranks fixed



[h2]Outlook[/h2]

The next major update will include a revision of skills to cause more direct damage and, above all, to simplify touch and future controller controls.

Here, there will probably also be initial balancing changes to monsters, which have better movement patterns and behave more intelligently.

We also currently have a very lively discussion on our Discord server about improving league and PvP battles. We look forward to hearing your opinion!


https://store.steampowered.com/app/1782480/Tormentis/


Your Tormentis-Team
Oliver and Andrea

V0.3.4 - Hero Movement

The bug fix for preventing movement through obstacles in the last version V0.3.3 caused it to no longer be possible to walk properly over non-blocking dungeon decorations when using directional controls. This update fixes the problem and allows the hero to rotate instantly, even when facing a wall or railing.

Update V0.3.3

We have a small bugfix patch fixing an urgent problem with blocking dungeon components.

Happy looting!
Oliver and Andra