1. Tormentis
  2. News

Tormentis News

Update V0.2.0.3 - Trophy Balancing

As announced, we have revised the trophy points that you receive or are deducted for winning or losing player dungeons.

The changes were made primarily to make the game more fun and to ensure that you are not put off by possible trophy losses. We want the game to remain competitive, but we don't want a situation in which players think about whether it would make more sense not to attack at all. The game should be fun and large amounts of trophies can be collected in a season!

Attacks are much better rewarded and defeats are much less punished!



We also no longer want to penalize “weak” dungeon designs - this means you no longer lose trophy points when you are attacked.

We have identified issues in the calculation of the effective dungeon level that result in dungeons being marked as easy because their calculated effective dungeon level is very low, even though they are hard to beat.

The calculation has now been revised so that the strongest 30% of the dungeon components now make up 75% of the effective dungeon level.

An extreme calculation example old vs. new:
Level 50 players
- max. 400 dungeon defense
- 120 dungeon defense with level 50 monsters and traps - cleverly placed = very dangerous and insurmountable under level 30

Old calculation
= effective dungeon level: 15.0

New calculation
= effective dungeon level: 37.5

We have carried out very intensive tests with the new trophy rewards ​​and the results look very promising. We will be watching very closely over the next few weeks to see what happens, how you play with the new trophy rewards and what your opinion and feeling of the game is after the change. This will probably happen with seasonal surveys.

Even though the season is currently running, this adjustment is absolutely necessary. In the future, we will make such adjustments when the season changes in order to have the same conditions throughout.

We are looking forward to exciting action, brave players and entertaining battles!

Your Tormentis team
Oliver and Andrea

Update V0.2.0.2 - 4 new languages

We've added 4 new languages in beta status to support Japanese and Scandinavian players

Changes:
- Beta language support: Swedish, Norwegian, Finnish, Japanese
- Fixed a bug that occasionally caused framerate drops on lightning pillars

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

V0.1.5.0 - Increased Loot Quality & Item Comparison

Dear Tormentis players,

we are very happy to present the next big patch to you. You can expect many small improvements that will make actions in the inventory and auction house much easier. There are also a few new legendaries that we want to introduce to you.

[h2]Comparison of items[/h2]



This feature has been requested since the Early Access release, but we wanted to understand what you really need! After many discussions with players, there were three topics that were important to you:
  • Comparing items in the inventory or in the auction house with equipped equipment
  • Displaying the value ranges of item properties
  • Being able to compare items without their enchantments

For this reason, there are now two shortcuts for comparing items. ALT displays the equipped item in the same slot with enchantments, while CTRL displays both items without enchantments and shows the value ranges of all properties.

We hope that this will make your activities in the auction house and inventory much easier. We are already working on a possible display of how to compare items numerically in percentage terms based on their overall effect.

[h2]New Legendary Item: Chameleon Ring[/h2]



This new legendary ring is really special because it offers completely new ways to deal damage with a damage type that is not normally covered by skills.

The ring exists in four versions with each damage type. The ring changes the damage type of all equipped skills that generate mana.

[h2]New property on items: Increased loot quality[/h2]



Rings, amulets and belts can now have this new property and, among other things, increase the chance that legendary items are in bags. There are also two special new legendary items that can help you find even better loot.

[h2]Balancing changes and improvements[/h2]

In addition to the major topics, we have also made a few small improvements, so that it is now possible to lock rooms in the editor so that they can no longer be moved accidentally.

The range of the mortars has been slightly reduced so that you can no longer be hit at the starting point. In addition, the attack radius was displayed much too small in the editor - this has been corrected.

The range of the cold beam has been limited so that you can no longer attack monsters outside of the screen.

The Undead Knight now carries out a range check before activating his ultimate.

The Magic Bubble skill has been revised and now lasts 4 seconds at all levels. A damage limit has been added so that the bubble can withstand up to 3000 damage at level 10. If the damage limit is exceeded, the invulnerability ends prematurely.

[h3]All changes V0.1.5.0[/h3]

  • Ability to compare items in the inventory and in the auction house and to display value ranges of properties
  • Improved page display in the auction house - Completed items
  • 3 new legendary items
  • Auction house - Sell UI revised, minimum bid may no longer be higher than the selling price
  • Enchantments UI corrected for max. enchantments
  • Adventure search corrected by creator
  • Cold beam range limited
  • Mortar range adjusted and attack radius corrected in the editor
  • Easy locking of rooms in the editor
  • Magic bubble adjusted to 4 seconds duration and added a maximum damage limit
  • Undead Knight Ultimate distance check added
  • First click in the editor after deleting an element does not work corrected
  • Assigning skills corrected if a slot was not occupied

V0.1.4.3 - UI Quick Fixes

Due to the changes to the UI in the last patch, two panels were not completely rebuilt.

This patch corrects the following errors:
  • Searching for adventure dungeons corrected
  • Skill improvement menu can be closed again
  • Levelup Info can be closed again


Thank you for your quick and detailed error reports!