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Keeper's Toll News

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)

Patch Build 0.6.1

Hi Everyone, just releasing a small patch build addressing some minor issues players have found, or we found otherwise regarding the new content. Plus we added an achievement for Shadow Monk max talents :)

- Shadow Monk: Added a Max Talents Achievement

- Shadow Monk: Combos can no longer be performed while the player loses control of movement (if stuck in a vine trap for instance)

- Hallow's Eve Quest Item smash attack (merchant item) will no longer inflict damage to the player

- Fixed a rare animation state issue w/ the Hallow's Eve Boss when he lands after a jump

- Reduced input detection time for combo attacks

- Fixed the Inferno Boots Fire FX sorting order. Now always renders behind enemies/player

- Lowered the position of the Debuff Icons on the Mimic

- Adjusted the poison mushroom elite in Linden Forest to have a delay when bursting its poison cloud, giving the player a fair warning. The mushroom is now properly synced with animation frames and SFX

- Code Refactoring


Again, nothing major, just doing our best to keep the game up to par for everyone. We have loads more updates to come. Feel free to reach out with any feedback or comments or bug reports and we'll do our best to address you in a timely manner. Thank you for playing the new version of Keeper's Toll! Lots to come!

-Stingbot Games

New Class: Shadow Monk & Halloween Quest + Reward



Born from darkness and forged by tragedy, the Shadow Monk walks the path of vengeance, embracing the shadows as his deadliest ally.



The Shadow Monk is the newest playable character to be added to Keeper's Toll. We've spent hundreds of hours working on this class and we're very excited to bring him into the game. We hope you enjoy him, and that you like the new Combo System we've added. Chi is the Shadow Monk's best friend!







We wanted to do something special for Halloween, and what better way than to send you out on a quest to collect something spicy and sweet, and slay a beast unlike any you’ve yet to meet! Return to Linden Forest to partake in a spooky event. The Halloween Event will be live for a limited time. We plan to remove the event from the game sometime in early-mid November, so be sure to complete the quest and get your reward while you can!






We are introducing Blueprints to the game in version 0.6.0. Blueprints can be unlocked by completing quests or defeating boss encounters. These blueprints will unlock new items to purchase from the shop, among other things. We have a very expansive Blueprint system we are developing, so expect a lot more of this in the future.

When we reach 0.7.x of Keeper's Toll we will be introducing more quests into the game that redefine how the game is played and how progression works. The Halloween Event is a nice introduction to quests and we have some very interesting and exciting plans for progression when we get to 0.7.0. We'll follow up more on this in later updates.

[h2]Past and Future[/h2]

We launched in Early Access 5 months ago. It's been a wild ride and we've pushed out several dozen updates since launch. We thank everyone who's joined the journey with us so far, but we are not even at the halfway point. If you have enjoyed your time so far, that's awesome! It's only gonna get better from here :) We can't wait to show you the new boss fights, new locations, new quest systems, our unique take on evolutions, and loads more upgrades and features.

We've updated our road map in the game description, so feel free to have a look if you want to know when new features are coming.

[h2]Patch Notes v0.6.0[/h2]

- NEW Character Class: Shadow Monk

- NEW Hallow's Eve Event (Limited Time) w/ Reward!

- Updated destructible gravestone sprites in Linden Forest

- Velya is now immune to Inferno Boots Fire Damage

- Boosted all powerup collectibles animation speed by 30%

- Boosted Chili Fire Breath Powerup Flames animation by 30%

- Loot snail will now only spawn once per run. Time to spawn is more random than before

- Added a delay to menu navigation on level up to prevent cycling through options immediately if input is held down

- Bug Fix: fixed a very rare bug which had the chance to apply incorrect scene settings affecting boss logic and spawn logic

- Bug Fix: if an enemy dies while being slowed, the animation speed is properly reset when the enemy is cycled alive again through the pool

- Skills code restructuring to improve efficiency

- Code refactoring

- Updated various in-game text

[h2]Upgrading from Soul Survivors [/h2]

If you are upgrading from Soul Survivors to Keeper's Toll, there is an upgrade guide here, which can help if you encounter issues transferring data or syncing to the cloud:

https://steamcommunity.com/app/2002220/discussions/1/5966762350807679166/


Thank you for all your support. We are expecting a lot of feedback from the new content, but we welcome it, so don't shy from sharing your opinion or providing us bug reports. We sincerely thank everyone who takes the time to do this. With your help, we continue to make the game better.

There's still lots to come, but we hope you enjoy the latest version of the game, and we look forward to continue building Keeper's Toll.

Stingbot Games