Archtower v0.6.7.0 patchnotes
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[/p][p]Archtower v0.6.7.0 build is ready![/p][p]Free Demo updated as well.[/p][p][/p][p]v0.6.7.0 Patchnotes:[/p][p][/p][h3]WHAT'S NEW[/h3][p]-Only for Alpha-[/p]
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- [p]Added subclass system (available after completing Act 4) (Subclasses are temporarily sold as textbooks from the Skill Master, quests will be added later)[/p]
- [p]Added the “Vagrant” subclass for the “Vagabond” class[/p]
- [p]Added the “Pyromancer” subclass for the “Firestarter” class[/p]
- [p]Added the “Toxinologist” subclass for the “Poisoner” class[/p]
- [p]Added the “Slayer” subclass for the “Fighter” class[/p]
- [p]Added the “Skirmisher” subclass for the “Archer” class[/p]
- [p]Added the “Ravager” subclass for the “Vandal” class[/p]
- [p]Added the “Assassin” subclass for the “Rogue” class[/p]
- [p]Added the “Thunderer” subclass for the “Electro” class[/p]
- [p]Added the “Houndmaster” subclass for the “Stalker” class[/p]
- [p]Added the first ultimate abilities (for subclasses)[/p]
- [p]Upgrades of ultimate abilities enhance skill upgrades of the same tier[/p]
- [p]9 new achievements for classes with available subclasses[/p]
- [p]Classes with added subclasses have some upgrades rebalanced a bit to fit the new system[/p]
- [p]Added control customization for the Ult, some rearrangements to the button customization lists and default layout[/p]
- [p]Fighter, first skill, enhanced attack works only for melee weapons[/p]
- [p]The lamps above the entrance to the Tower are now always lit, not switched around[/p]
- [p]Redrawn Archer skill icons (for the corresponding achievements too)[/p]
- [p]Vandal, increased passive class bonus to health and its upgrade[/p]
- [p]Passive health regeneration regenerates HP smoothly instead of once per second[/p]
- [p]Rogue, slightly increased passive class bonus to dodge and its upgrade[/p]
- [p]Other minor changes[/p]
- [p]Slightly redrawn banners of the Harbinger for their uniqueness[/p]
- [p]Added “Restoration” effect for the hero (restores health for a while)[/p]
- [p]Some minor renaming[/p]
- [p]Added Fame +10% for having a subclass when retiring[/p]
- [p]Some class skills that require certain weapons, show all unlocked weapons in the requirements, not just what the character can wield[/p]
- [p]Crystal staves of ice, weakened damage, removed bleed effect[/p]
- [p]Added bonus for clan level 75, ultimate abilities regenerate quickly at home locations (camp, clan domain)[/p]
- [p]Electro, the first skill, now deals different damage to all targets separately[/p]
- [p]Other minor changes[/p][p] [/p]
- [p]Some edits in localization texts[/p]
- [p]Fixed some old minor bugs of base classes[/p]
- [p]Some music tracks were in Mono instead of Stereo format[/p]
- [p]Smoother light switching between lamps[/p]
- [p]Fixed a bug where in the Clan Domain, the Montekkers' throne was accidentally replaced by the Lowhanders' throne[/p]
- [p]Fixed an issue where 3rd-person weapons were not showing as used as 1st-person weapons for quick shots[/p]
- [p]When selecting some upgrades in unsafe locations, a weapon hit would happen[/p]
- [p]“Lightbulb” indicators for buffs/debuffs/traumas in inventory were not responding to some effects[/p]
- [p]Fixed a bug where the “Multi Strike” power crystal could be used while aiming/tensioning the bowstring of the main weapon[/p]
- [p]Other minor fixes[/p]
- [p]Fixed minor bugs in code when hitting bosses with the “Cunning Tricks” talent with stones and arrows[/p]
- [p]Level 13-3, north exit should lead to 14-1, but it led to 13-4[/p]
- [p]Fixed crashes at the end of 14-2[/p]
- [p]Gunner, second skill, now if there is no suitable ammo, does not waste resources trying to use it[/p]
- [p]Starter bags and starter crystals no longer appear in the Intro after taking the relevant tower upgrade[/p]
- [p]Hound, if defeated, no longer gets healing for bleeding an enemy if the corresponding upgrade is taken[/p]
- [p]Fixed a bug where enemies' melee attacks were absorbed by the bodies of some fallen followers if they were in the way[/p]
- [p]Power Crystal “Trap Net”, fixed extra checks against common enemies[/p]
- [p]Fixed issues where some Act 4 enemies would stop attacking if you interrupted their attacks at a certain point[/p]
- [p]Other minor fixes [/p]
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