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Archtower v0.6.8.0 patchnotes

[p][/p][p]Archtower v0.6.8.0 build is ready![/p][p]Free Demo updated as well.[/p][p][/p][p]v0.6.8.0 Patchnotes:[/p][p][/p][h3]WHAT'S NEW[/h3][p]-Only for Alpha-[/p]
  • [p]New second skill quests for the "Gunner" class[/p]
  • [p]2 new quest notes[/p]
  • [p]Added "Ice Breaker" subclass for the "Stormkeeper" class[/p]
  • [p]Added "Bannerman" subclass for the "Harbinger" class[/p]
  • [p]Added "Knockout Master" subclass for the "Pugilist" class[/p]
  • [p]Added "Apothecary" subclass for the "Chemist" class[/p]
  • [p]Added "Crystal Summoner" subclass for the "Crystallist" class[/p]
  • [p]Added "Carabineer" subclass for the "Gunner" class[/p]
  • [p]Added "Mindbreaker" subclass for the "Psychic" class[/p]
  • [p]Added new ultimates (for new subclasses)[/p]
  • [p]7 new achievements for classes with new subclasses[/p]
  • [p]Chemist, special tinctures are available for the Apothecary subclass that increase STR, DEX and INT at the same time (the formula is unlocked after opening that subclass)[/p]
  • [p]New pet "Crystal Warrior" for the new Crystallist's subclass [/p]
[p][/p][h3]CHANGES[/h3][p]-For Alpha and Demo-[/p]
  • [p]Removed the 10 TP limit for characters with Tricks[/p]
  • [p]Increased the recommended level (when entering a location) for some locations on Floors 4 and 5[/p]
  • [p]Added AZERTY keyboard support[/p]
  • [p]Added additional notification for bandages that low HP or bleeding is required[/p]
  • [p]The requirements of equipment items indicate a reduction in the character level requirement, if such a reduction exists[/p]
  • [p]Other minor changes[/p]
[p][/p][p]-Only for Alpha-[/p]
  • [p]Harbinger, 2nd skill, upgrade of 1 tier, was "removes all DoTs", became "removes all poisons, removes burning", upgrade from ultimate skill allows to remove all DoTs[/p]
  • [p]Chemist, some skill upgrades of tier 1 slightly modified to fit the new upgrade amplification system[/p]
  • [p]Gunner, some skill upgrades of tier 1 slightly modified to fit the new upgrade amplification system[/p]
  • [p]Reduced explosive damage for Reactivation of Frosty Crysen[/p]
  • [p]Redone the sound of ice spikes[/p]
  • [p]Removed the large pet panel size option, instead added the option to turn off the pet panel[/p]
  • [p]Bonus for 75 clan level, the old bonus now always works, instead grants Ulta Charge Speed +15%[/p]
  • [p]Slightly modified the requirements for the achievement "Shattered duet"[/p]
  • [p]Other minor changes[/p][p] [/p]
[h3]FIXES[/h3][p]-For Alpha and Demo-[/p]
  • [p]Fixed issues with displaying some keys in control settings[/p]
  • [p]The “Waster” trait does not waste some inappropriate items[/p]
  • [p]Fixed a new bug that was deleting the current character after death in the intro[/p]
  • [p]Other minor fixes[/p]
[p][/p][p]-Only for Alpha-[/p]
  • [p]Bugfix, in the tavern and recruitment of newcomers class "Psychic" was called "Gunner"[/p]
  • [p]Bugfix, at level 13-3 sometimes dropped food of the wrong level[/p]
  • [p]Crystallist, fixed problems with the upgrade on explosions of crysens, crysens explode one at a time, explosions do not push enemies away[/p]
  • [p]At 13-4 the wind does not blow around chaotically snow particles for the first person mode, while casting "cold" skills[/p]
  • [p]Psychic, 2nd skill, confusion upgrade didn't work[/p]
  • [p]New attempt to fix crashes at the end of 13-4 and 14-2[/p]
  • [p]Fixed a rare bug where Act 4 boss battle could break between phases[/p]
  • [p]Fixed a bug where one of the bosses that didn't lose its mask would attack as if it didn't have a mask[/p]
  • [p]Other minor fixes [/p]
[previewyoutube][/previewyoutube][p]
[dynamiclink][/dynamiclink][/p]

Archtower v0.6.7.0 patchnotes

[p][/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]
  • [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][/p][h3]CHANGES[/h3][p]-For Alpha and Demo-[/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][/p][p]-Only for Alpha-[/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]
[h3]FIXES[/h3][p]-For Alpha and Demo-[/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][/p][p]-Only for Alpha-[/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]
[p]
[/p][previewyoutube][/previewyoutube][p]
[dynamiclink][/dynamiclink][/p]

Archtower v0.6.6.0 patchnotes

[p] [/p][p]Archtower v0.6.6.0 build is ready![/p][p]Free Demo updated as well.[/p][p][/p][p]v0.6.6.0 Patchnotes:[/p][p][/p][h3]WHAT'S NEW[/h3][p]-Only for Alpha-[/p]
  • [p]New class - Gunner (STR+DEX) (second skill is temporarily available via textbook purchase from the Skill Master in the Camp)[/p]
  • [p]New class - Psychic (INT) (second skill is temporarily available via textbook purchase from the Skill Master in the Camp)[/p]
  • [p]26 new achievements (most for Act 4)[/p]
  • [p]New effect “Psychotrauma”, periodically deals psychic damage, accumulates like bleeding[/p]
  • [p]After completing Act 4, additional power crystals are sold at the Gemcutter and Crystal Master[/p]
  • [p]Added minibosses for Act 4[/p]
  • [p]New note[/p]
  • [p]New Cold Arena (for beating Act 4)[/p]
[p][/p][h3]CHANGES[/h3][p]-For Alpha and Demo-[/p]
  • [p]Characters of the “Scholar” archetype (INT) are no longer can use accessories with the “Militarist” trait, as it causes bugs[/p]
  • [p]“Confusion” effect is separated into two effects: “Confusion” (mental confusion), “Shock” (physical confusion, +defense ban) (new bugs are possible)[/p]
  • [p]To avoid misunderstandings, the Health tooltip in the inventory shows both the curable percentage of max health and the power of the medicines[/p]
  • [p]Other minor changes[/p]
[p][/p][p]-Only for Alpha-[/p]
  • [p]Archer, passive skill, 3 tier upgrade, +10% evasion boosted to +12%[/p]
  • [p]Pugilist, second skill, confusion improvement (shock now) does not require a body resistance check on hit[/p]
  • [p]Stealth ban status added for player[/p]
  • [p]Miniboss Dominator from Act 3, on the Ballad difficulty when creating illusory clones, removes all negative effects from himself[/p]
  • [p]The “Potions I” and “Potions II” tower upgrades increase the max potion supply for all characters, thus allowing potions to be used even by characters with Rage Points[/p]
  • [p]The “Potions I” tower upgrade also allows new characters to start with 1 potion[/p]
  • [p]The Potions II tower upgrade also allows new characters to remove the new Psychotrauma effect with potions[/p]
  • [p]In the inventory, the Rage/Tricks/Energy/Stress tooltip shows how much RP/TP/EP/SP is restored by potions[/p]
  • [p]On Floor 13, when icicles hit from the ceiling, it is impossible to dodge this damage[/p]
  • [p]Added Punisher enemies to Level 14-1[/p]
  • [p]Other minor changes[/p][p] [/p]
[h3]FIXES[/h3][p]-For Alpha and Demo-[/p]
  • [p]The first boss didn't remove all of the negative effects when changing phases previously, which was needed[/p]
  • [p]Other minor fixes[/p]
[p][/p][p]-Only for Alpha-[/p]
  • [p]Fighter, first skill, 3 tier upgrade, in the charge did less damage to shields with the second hand[/p]
  • [p]Fixed a bug where ratdogs couldn't dodge some shots[/p]
  • [p]Fixed bug, green quality ammo sometimes gave excessive invisible bonuses[/p]
  • [p]Fixed 1st person sleeves on some classes' hands[/p]
  • [p]Fixed a bug, a couple of Act 3 minibosses were dropping the wrong food[/p]
  • [p]Fixed bugs with equipment drop on some minibosses[/p]
  • [p]Fixed trajectories of some enemy shots[/p]
  • [p]Illusory clones do not grant experience[/p]
  • [p]The health bar of the miniboss quest “Muddy Case” was not disappearing and getting in the way[/p]
  • [p]Some disrupting attacks of mobs didn't interrupt companion attacks[/p]
  • [p]Fixed a bug, defense ban didn't prevent mobs from using blocking[/p]
  • [p]If you parry an enemy with a melee attack, he can't block damage from that attack[/p]
  • [p]Lowered the texture resolution of heated hearths so they don't clash out as much[/p]
  • [p]At level 14-2, heals and potions near book cabinets only appear in the second phase, so that they can't be easily collected without engaging in combat[/p]
  • [p]Other minor fixes [/p]
[p]
[/p][previewyoutube][/previewyoutube][p]
https://store.steampowered.com/app/1837690/Archtower/[/p]

Save 50% on Archtower during the Steam Summer Sale!

[p][/p][p]Steam started the Summer Sale![/p][p]Archtower is 50% off during the Steam Summer sale from June 26th until July 10th at 10:00am PST![/p][p][/p][previewyoutube][/previewyoutube][p]
https://store.steampowered.com/app/1837690/Archtower/[/p]

Archtower v0.6.5.0 patchnotes



Archtower v0.6.5.0 build is ready!
Free Demo updated as well.

v0.6.5.0 Patchnotes:
[expand]
[h3]WHAT'S NEW[/h3]
    -Only for Alpha-
  • 2 new quests
  • New Floor 14
  • New boss battle for Act 4
  • 2 new music tracks for Floor 14
  • 4 new elite enemies for Act 4
  • New effect for some enemies, very high dodge chance at health level 1/4 and lower
  • After beating Act 4, you can buy rare quality equipment from common merchants
  • 2 new achievements
  • New tower upgrades (for beating Act 4)
  • New Weapon: Rifle (for beating Act 4)
  • New Weapon: Rapier (for beating Act 4)
  • New Weapon: Crystal Staff (for completing Act 4)
  • New type of ammo - Rounds (for Rifles)
  • New perk “Cunning Lockpicker” (allows lockpicks, makes it easier to lockpick, requires Lv 10, DEX/INT 40)


[h3]CHANGES[/h3]
    -Alpha and Demo-
  • When losing on a boss, the dropped loot is placed at the entrance on all difficulties
  • Most quest keys can be used by simply going to the correct door and pressing “E” (by default)
  • Some bosses can be tossed up with ice spikes in some states
  • For “Arrows” (bow, crossbow) and “Rounds” (rifle) ammo a new property “Unique Reloading” has been added, such ammo works for a single weapon only
  • Perfect Block is available to all characters, it stops damage completely
  • The “Parry Master” perk, instead of accessing a Perfect Block, allows you to parry melee attacks with a Perfect Block
  • Other minor changes

    -Only for Alpha-
  • The armor and resistances boosting effect on enemies at low health now works on 1/4 instead of 1/3 HP
  • Ratdog Alpha at low health now uses a new effect for strong evasion instead of armor boosting
  • “Pest Control” quest item can be used by simply walking to the burrow and pressing “E” (by default)
  • “Two In Trouble, To Say Nothing Of The Cat” quest, cages can also be opened through the dialog box
  • Tower upgrades earned for Act 3 have been increased in cost from 500 to 750
  • Merchant slots are further expanded for passing Act 3 and Act 4, as they should be
  • “Pike” is now used for epic weapon names like “Spear” and “ Piercer” is now used for epic rapiers (does not affect old items)
  • After beating Act 4, you can directly go from 13-3 to 14-1, shortcuts to 11-3 are now open too
  • Updated scream sounds for some Act 4 enemies
  • Other minor changes


[h3]FIXES[/h3]
    -Alpha and Demo-
  • Equipped starter equipment instead of the 0g price showed the price of a similar normal item
  • Some edits in localization texts
  • Maximum level reached in a class was tracked incorrectly
  • Small internal code optimization
  • Other minor fixes

    -Only for Alpha-
  • Rogue, 2nd skill is not parried by enemies when used from stealth
  • Shadow and Night Shadow enemies had incorrect energy resistances
  • Fixed bugs with skill upgrades not working properly to shorten the preparation time
  • Starter items can't be used for enhansing/reforging/absorption
  • Coughing sound didn't work correctly for some Act 4 enemies
  • Stacking items can be moved one at a time when using a courier
  • Other minor fixes
[/expand]

[previewyoutube][/previewyoutube]

https://store.steampowered.com/app/1837690/Archtower/