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Keeper's Toll News

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

NEW! Tomes of Knowledge - v0.6.5

Discover the Tomes of Knowledge! Version 0.6.5 of Keeper's Toll brings in an entirely new system to boost your characters.



The majority of The Tomes of Knowledge are built into a natural progression of the game, so you won't find yourself grinding 10,000 zombie kills to earn a tome or something like that. Our intention was not to create a grind fest, but simply add an extra layer of depth by progressing through the game.



Feel free to share your thoughts about the new skill system. We are open to hearing what skills you like or do not like, what you think can be improved, etc. Nothing is set in stone in Early Access, so feel free to voice your opinion. We listen to everything.

As the game is not yet complete only half of the tomes are currently available to collect. More will be added when we reach versions 0.7 and 0.9 in the dev cycle. The idea is, though, that there will be 60 total skills, but only 30 points, when the game is finished. You can swap these around however you like if you want a different build or character to buff a specific way. But you will never be able to complete the entire tree, like you can with the individual character talent trees.

If you already have Save Data, some of the Tomes will be granted to you automatically as we can apply the updates through the data. Not all Tomes can be granted as we did not track everything the Tomes requires prior to this update.

[h2]Coming Soon[/h2]

In the coming weeks we will be revising the existing gold system and the following changes are going to be made:

1. A new XP system will be created for use on the individual character talent trees. XP will be earned and spent in the talent trees to upgrade your characters.
2. Gold will be used only for the Merchant, as we want the merchant to become a more integral part of a run. Forcing the player to use gold to upgrade talents is not the most efficient way to handle this, so we are splitting into a new system.
3. Gold will soon be pooled together for all characters.
4. Your existing talents will not be affected. The amount of gold you have will be converted into XP by whatever ratio we come up with that makes sense. Then we will simply pool your gold together for all characters.

This is likely going to take some time, but we should get this into the game before the month is up. We're just heavily working on v0.7 right now (Castle Usvit update). We'll have lots more details on this next month.

[h2]Price Increase[/h2]

We are planning to raise the price of the game from $3.99 to $4.99 USD. This will most likely take place within the next few updates. We do not anticipate raising the price again while we remain in Early Access.

[h2]Patch Notes v0.6.5[/h2]

- NEW: Knowledge System w/ Tomes and Skills

- Shadow Monk: Reduced cooldowns of Shadow Kick, Flying Kick and Tiger Palm by 20%

- Shadow Monk: Boosted damage of voidwalker's talent from 3% to 4% per rank

- Shadow Monk: Boosted the DMG bonus of Spirit Fists passive from 12% to 15% per rank

- Shadow Monk: Boosted the DMG bonus of Thunderkick passive from 12% to 15% per rank

- Shadow Monk: Umbral Shade talent now boosts cooldown reduction for Fury and Shadow Kick by 4% per rank while the orb effect is active

- Shadow Monk: Modified logic for 100 fists combo

- Shadow Monk: Vortex - Increased range by 20%

- Shadow Monk: Vortex - The ability is now spawned closer to the player

- Shadow Monk: Vortex can no longer consume Shield Masters in Usvit Depths

- Shadow Monk: Dark Lotus - Decreased the spinning speed by 25%

- Shadow Monk: Dark Lotus - extend the duration of the lotus effect by 1 second whenever a petal is collected while the effect is active

- Shadow Monk: Boosted HP and Chi generation rate while meditating

- Shadow Monk: Increased time allowed to trigger an input for a combo by 0.25 seconds

- Shadow Monk: slightly reduced duration of 100 fists combo

- Bogatyr: Adjusted code for War Cry to be more efficient

- Bug Fix: Bogatyr's Iron Smash ranks 3-5 was not spawning outer attack rings. They now spawn as intended

- Bug Fix: Shadow Monk Chi was not being generated properly while meditating

- New environment props added to Linden Forest - Rock Wall, Housing Debris

- Doubled the radius of the Gold Magnet

- Gold will now automatically be consumed when the gold drop powerup is active

- Halloween Event Boss: Removed the distance checks to improve attack logic

- Optimized Damage Text Code to improve performance


That will do it for this update. Lots more to come. As always, please don't hesitate to reach out, whether that be to share your thoughts, feedback, suggestions to improve the game, features to add, bugs to report etc. Thank you for your support, and for helping us turn Keeper's Toll into something special.

Stingbot Games

Hot Fix 0.6.2

Small patch addressing a bug for one of the Shadow Monk's talent + a couple other things:

- BUG FIX: Dark Lotus skill points now properly synced in talents menu. They were accidentally synced to the Vortex talent.

- Added banners to the level select to signify where the Hallow's Eve event takes place

- Guided projectiles will now stop movement when exploding on impact (Avarice Arrows and Dead Reckoning)