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Keeper's Toll News

Build 0.6.13 - New XP System + more

Some big changes have arrived in Keeper's Toll.

[h2]Class XP[/h2]

Gold is no longer the currency that will be used to upgrade Character Class Talents. Instead, Each class will earn their own XP and this XP will be used to upgrade talents in their own tree. XP is earned in many different ways in a run, but in general, the longer you survive and the more things you interact with and the more enemies you defeat, the more XP you will earn.

[h2]Gold[/h2]

Gold is now used exclusively for purchasing items from the Merchant. Gold is also now pooled together for all characters. We want the Merchant to become a very important part of any run, especially as we move ahead to Castle Usvit (version 0.7).

We may have further uses for Gold in the future, but it will always remain pooled for all characters going forward.

For players with existing save data, we migrate and convert your Gold to XP on first launch, and then we pool your existing gold together. If you encounter any issues please reach out to us.

[h2]Halloween Event[/h2]

The Halloween Event is coming to an end. Can you slay the Pumpking and loot his crown? We will likely leave the event live until the next minor update.





[h2]Future Updates[/h2]

Since we launched in Early Access we have released a consistent stream of updates to the game. Over the next couple of months we will need to dial back the release of game updates so we can stay focused on version 0.7 of the game which will bring about the largest content update yet. This has been a massive undertaking for us, and we really need to stay focused to get this done. We will still release some updates while we remain in version 0.6 of the game, and we encourage everyone to keep providing us with feedback and suggestions, but our main priority is getting version 0.7 released as soon as possible. Version 0.7 will take the game to the next level and get us closer to the vision of where we always intended to take the game. We have a lot of announcements to make over the course of the coming months, including many good surprises. Just know we're working extremely hard to get to the next milestone in Early Access, and it won't be too long until we can preview some of what we've been up to.

[h2]Patch Notes v0.6.13[/h2]

- NEW XP system - class specific

- NEW Gold system - Gold is now pooled between all characters

- Added XP earned to end of round menu

- Updated gold drop rate and merchant item costs

- Updated talent costs

- Invader: run forward/backwalk animations are now properly synced in all circumstances

- Invader: will no longer be able to move while stunned

- User Interface: Reset panel sorting order to account for proper layer sorting

- Merchant Item: Bomb satchel, now toss between 2 and 6 bombs instead of a constant 3

- Warden Grainloch: Now becomes more aggressive the longer he's left alive

- Warden Grainloch: Sundance circle will now gradually shrink over time if the player attempts to evade the Warden and run out his timer

- Bug Fix: when leveling up back to back, fixed a rare issue that would allow player to regain movement on second level up while level up menu is active

- Layer Sorting has been improved

- Adjusted collision on some props in the forest, to allow the player to pass through or maneuver more easily


Thank you for your support. Feel free to reach out with any questions, comments, feedback or bug reports. We read everything and will do our best to respond as soon as possible.

Stingbot

Patch Build 0.6.10

Another small patch build featuring some fixes and improvements related to feedback from Community members.

- Bug Fix: Merchant will no longer open multiple menus allowing multiple item selections if you skip the first merchant and only interact with the 2nd merchant. Ended up causing an endless loop/crash

- The Cauldron/Shovel quest starters for the Halloween Event will now be disabled if the player reaches Warden Grainloch and has not yet activated the quest. The reason being is to keep event timing in place

- Refactored Merchant UI Management Code

- Refactored Challenge Event code to address potential rare bugs and issues related to the progression of the event

- Refactored Code related to enemy AI and cursed enemies in particular to ensure they will not be deactivated if distance checks are met in relation to the player

Thank you for the feedback!

Small Update:

We should be finished with the new XP/Gold systems we are working on by end of this week. We are planning to get them live in the game next week. We're also working on lots of new content daily, and we'll have some news on this next month.

Stingbot

Small Patch 0.6.9

Adjusted the Tomes of Knowledge Skill: Overheal

1. The Overheal skill is now capped at 5 uses per run
2. The player will no longer heal to full when Overheal is applied. We feel this helps make it feel less overpowered and more balanced as you have to work to heal before simply upgrading max health every time.
3. Refactored some code to address a potential rare bug related to resetting values

Thank you to player Cookies for Everyone for the feedback and letting us know how broken this was.

We appreciate everyone's support and feedback so don't hesitate to reach out. As this skill was essentially OP and broken we felt compelled to fix sooner than later.

Stingbot Games

Build 0.6.8 - New Features + QoL

Hi Everyone,

This week's build brings a few new minor additions to the game to spice up some things:

[h2]Environment Additions[/h2]




Lots of new environment destructibles added to Linden Forest to help build out the vibe of the scene. We've had requests to expand on this more with unique points of interest and we think it's a great idea and we'll add a few new things as we remain in version 0.6.x of development.

[h2]New Additions[/h2]

Lots of small additions such as a critical hit powerup, a new achievement, and loads of QoL improvements and fixes have been added.

[h2]Coming Soon[/h2]

We are developing a new XP system to replace Gold for upgrading class-specific talents. Due to the work involved with developing this system, as well as our constant efforts to work on new content for version 0.7.x, we will most likely not release another update for at least 2 weeks from now, minus any hot fixes of course. Thanks for understanding.

[h2]Price Increase[/h2]

The price of the game has been increased from $3.99 USD to $4.99 USD. Judging by the amount of content that's now in the game, plus the effort involved and the cost of development, we feel the price increase is reasonable. If anyone would like further justification as to how we base the price of our game, feel free to reach out and we'd be happy to explain in full detail, but we are not trying to be greedy by any means. We are simply trying to charge for what we believe the current state of the game is worth.

[h2]Patch Notes (v 0.6.8)[/h2]

- NEW: Linden Forest destructibles added - All sorts of new props to smash up and collect some souls

- NEW: Powerup - Critical Hits. While the powerup is active you have a 50% chance to crit with any attack

- NEW: Achievement - Collect 15 Tomes of Knowledge

- Added controller support for navigating over the skill icons and stats on the pause menu

- Increased spawn rate of props during world generation

- Knowledge Skill: Overheal - Boosted overheal % from 2 to 3% per rank

- Health potions now have an increased drop rate while overheal is active

- Shadow Monk: Vortex - Improved performance of code through various optimizations and refactoring

- Ranger: Increased the number of targets the wolf summon will attack on ranks 2-5 by 2 additional targets per rank

- Velya: Added a 1 second delay when spawning her X attack to allow the player more time to prepare for the move

- Chancellor Autlaic: Improved hitboxes and collision detection system

- Improved altar spawn logic to prevent overlapping of altars on challenge event platforms

- Bug Fix: Shadow Monk's Vortex Combo Talent was scaling range much larger than it was supposed to be. Fixed and now properly scales

- Bug Fix: Damage text and debuff icons will now display at the proper position above the Wraith Enemy's Head

- Invader: When sparring, the Invader's speed is reduced by 25%

- Invader is now immune to Blind

- UI: Added controller icons to the Knowledge Menu to inform the player how to add/remove points while using a controller

- UI: Fixed level up navigation allowing proper button navigation between selections and re-roll button

- Refactored and improved the layer sorting code to account for extremely large value changes if the player runs far from the origin point



Thank you for continuing with us on our journey as we develop Keeper's Toll. We appreciate all of your feedback and support, and please don't hesitate to reach out to us.

Stingbot Games

Patch Build 0.6.7

Released a small patch build improving some AI and adding QoL changes and bug fixes. Have a nice weekend!

[h2]Patch Notes[/h2]

- Linden Forest - Reduced the amount of death caps the Spore King summons if/when he enters the world

- Curse: Deathcaps - Reduced the number of deathcaps spawned. Lowered the frequency and increased distance from player to allow slightly easier navigation

- Invader AI: Invader will no longer be able to move while healing

- Invader AI: Invader will no longer attempt to attack the player if the player is not within a reasonable line of sight

- Invader AI: Invader will no longer ground roll into the player

- Invader AI: Adjusted the attack speed and animation to be more manageable and fair

- Refactored the Invader script in full

- Bug Fix: Damage Text and Debuff Icons should now properly reset position when activated


Stingbot