Archtower v0.4.4.5 patchnotes

Archtower v0.4.4.5 build is ready!
Free Demo updated as well.
v0.4.4.5 Patchnotes:
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[h3]WHAT'S NEW[/h3]
-
-Alpha and Demo-
- New buff for mobs, Frenzy, significantly speeds up the recovery of attacks and skills, consumes own charge, and restores the charge of other target (can't for self)
- New system of resisitance debuffs, only one type of resistance can be cut at once
-Only for Alpha- - Invisible system of charges for mobs, some powerful skills may ran out, but it is also possible to restore it
- Max hero level increased up to 14
- For level 13 STR, DEX and INT increase by 1
- For level 14 all classes have tier 2 skill upgrades for second skill
- New Floor 9 (9-4 will be added later)
- New track for Floor 9
- Improved version of Ogre Raider
- New enemy Ogre Hunter
- New enemy Ogre Shaman
- New neutral mob Work Elf
- Blue version of a skill crystal "Firebolt"
- Two new types of chest traps, for every tier of floors there are different set of chest traps
- New power crystal "Mental Spike"
- New power crystal "Shield Stun"
[h3]CHANGES[/h3]
-
-Alpha and Demo-
- The list of Floors is updated as you progress through the story bosses (acts), instead of displaying all the Floors from the start
- Lockpicks from barrels and mobs drop in smaller quantities
- Journal and its subpages (Quests, Factions and Achievements) by default are reassigned from F1, F2, F3 to L, P, Y respectively, as some players think that this is just a manual on F1.
- Captain Bowa in the quest to return the lands at half HP inflicts Frenzy on himself
- Available Tower Upgrades have better visibility for new players
- Higher burn chance of power crystal "Firebolt" (and increases with quality)
- Stun from Vandal's "Hummering Strike" now has a 80% chance (you can bring it to 100% with skill upgrades)
- Added a hint to the description of consumables that they can be assigned to a slot
- Projectile trails of stones and arrows now get colors, if they are wearing some of the effects from skills like "Armament: Fier" and others like
- "Critical Blow" skill can no more be used with spears and swords, only daggers, crit chance bonus is always +20%, no matter of crystal's quality
- Redrawn some sprites of skills and perks (Ice Shards, Critical Blow, Light Armor Mastery, Heavy Armor Mastery)
- Other minor changes
-Only for Alpha- - Added a partially working system of reaggroing mobs between a pet and a player, for now it only works in melee and for some ranged skills, doesn't work on bosses
- Archer, "Quick Shot", tier 2 upgrade, instead of partially ignoring armor => phys. resistance -15% for 10 sec
- Poisoner, "Poison Vial", tier 2 upgrade, instead of slow while staying in the gas => no damage to self
- Acidic spits of slimes now can be blocked, but it damages shileds for x5 power
- Other minor changes
[h3]FIXES[/h3]
-
-Alpha and Demo-
- Bugfix, coins could stuck in the wall, losing ability to be magneted
- Adequate collisions for projectiles hitting statues
- Bugfix, Firebolt's burn ignored energy armor
- Bugfix, wrong shield using animations
- Further ai code optimization, it is especially better on locations with lots of enemies
- Bugfix, while in Fighter's "Charge", for a powerful attack you can use a weapon in any hand
- Exit keys, bottles and loot shouldn't get stuck in crates and furniture where previously they could be out of reach
- Other minor fixes
-Only for Alpha- - Once again, trying to fix the hits of the Stalker's hound on the red batbirds, it must definitely work this time :-)
- Bugfix, wrong shadows of ogres
- Arrows and stones won't cause screen go red, when they hit Stromkeeper with Ice Charge turned on
- Bugfix, red batbirds while staying in gases coughed like men
- Electro's teleportation works better and more accurate
- Other minor fixes
[previewyoutube][/previewyoutube]
https://store.steampowered.com/app/1837690/Archtower/