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Keeper's Toll News

Hot Fix 0.9.11

- Fixed a bug related to leveling up on the Ranger if Chinese is the active language. A key was missing in the localization file and has been added, thus resolving the issue.
- Improved the level up logic further by increasing the threshold needed to find an active ability and yielding longer if necessary

Hot Fix 0.9.8

This is a small patch build to address a few issues.

- Tons of code refactoring around level up systems and ability management to help prevent the game from entering unwanted game states at high levels. At high levels, rare and odd bugs could be generated based on build styles and low ability upgrade count, and so I spent a dozen hours or so refactoring related code that should help resolve such issues. It's possible you could have gotten stuck in a specific level if the game fails to find an ability for you to upgrade based on how you built your character, banishment choices etc. Now, if this happens then the game should no longer enter an idle state, but rather allow you to continue your run and finish even if it means you will bypass that level. The true solution to this problem is to add more abilities, but for now this should help. We are also going to shift logic in the next update, so that if no active ability is found, then the game will slot in a passive ability. And if no passive is found, an active will be slotted in.

We're also looking into adding another class specific passive ability for each class. This won't make it in the game until the next big update, likely towards end of July.

- Added a failsafe to activate the pause menu if the game becomes stuck in an idle game state while attempting to level up

- Changed how XP is gained to prevent leveling up immediately after closing the level up UI menu

- Fixed a bug where Insight may not have been properly boosting XP gain

- Curse: Open Wound - Health Damage has been reduced from 5HP/5Sec to 2HP/5Sec resulting in 60% less damage inflicted upon the player

Thank you for the feedback. More to come!

Stingbot Games

New Events! Build 0.9.7 is live!

Hi Everyone,

Version 0.9.7 of KT brings some new content as well as lots of polish, QoL and fixes.

Please Note: We restructured the Options menu and created a new Accessibility menu. Due to the restructuring and revision of game settings, all accessibility options have been reset to default values, so if you are returning to the game, you may need to visit the new menu and activate/deactivate what you want as your settings will be reset.

We're heavily focused on building the end game content right now, and we'll share some news about v1.0 later this summer.

It's likely we'll release our next build in v0.9.x sometime toward the end of July.

[h2]Patch Notes (v0.9.7)[/h2]

- Language Support: Added localization for Portuguese - BR

- NEW Event + Tome of Knowledge: A fallen Maiden sleeps within Usvit Castle. Find her, defeat her, and reveal a new item
- NEW Tome of Knowledge: The Braziers of Black Flame
- NEW Uncommon Merchant Item: Bloodwing Charm

- Boss: Flesh Golem: restructured the ground spike attack. Improved the timing and changed the spawn settings
- Blood Maiden: Coagulate - boosted the defense threshold to account for other defense boosts. The ability now stacks and is based on the base defense stat until it's doubled in value
- Blood Maiden: Player's move direction now properly updates when Crimson Cyclone is active
- Necromancer: Summon Golem will now target other mobs during the Ebon King fight if the king is invulnerable
- Necromancer: Increased base move speed by 14%
- Necromancer: Increased damage output of skeletons by 30%
- Necromancer: Increased Summon Golem move speed by 40% when it has an enemy targeted
- Necromancer: Reverted max skeleton count back to 5 and reset skeleton damage to the original damage output. Players mentioned it decreased visibility a bit much and made the game harder to play so we reverted to the original max of 5, but we also added more accessibility options to help with visibility
- Necromancer - Grave Grip - hands are now immediately deactivated when animation finishes playing
- Necromancer - Skeletons and Summon Golem now properly target Cursed Elites
- Shadow Monk - Armored Snail, Spinning Snail and Behelit are now immune to Vortex and Blind
- NEW Uncommon Mechant Item: Tome of the Undying Legion - Increase max skeletons up to 10, but decrease damage output by 40%. We really like the idea of the larger army, and for those players that don't mind the visibility, or are willing to use the accessibility options to lessen screen clutter then this optional merchant item will allow you to boost your army size.
- Castle Usvit: when a Page is collected for the tome of knowledge, the toast will now display the total count as "Pages Found: 1/5" 2/5 3/5 etc

- Options: Restructured the options menu and added a dedicated Accessibility panel with additional toggles
- Options: Lighting Quality settings have been added. Depending on your hardware, you may want to boost performance. Adjusting the lighting quality can offer a small boost
- Accessibility: Created a new outline toggle in the Accessibility menu to toggle the summons outlines on/off. They can now be toggled separately from the enemy outlines
- Accessibility: Added a toggle for hiding/showing summons decay bars for the Necromancer
- Accessibility: Added a toggle to show/hide Necromancer Summons
- FX: Firebomb vfx will no longer display a light if ability lights is off

- Perks: Updated Perks Menu to notify the player that perks are only active for the current run
- Perks Merchant now shows up on every run, but she will notify the player if they don't meet the requirements to buy a perk

- Level Up: Banishing an ability can now be cancelled. Press the Back Button on your controller or the Escape key/back key on your keyboard to cancel out of banishing an ability.
- UI: Merchant Menu now displays how many re rolls the player has. In a future update we plan to offer ways to gain additional rerolls and this is just to prepare for the changes to come
- UI: Level Up assets have been enlarged and repositioned to improve readability of text, especially for languages that require more screen space
- UI: HUD - moved the Curses Survived text to the top center of the screen below the round timer
- UI: Hitch and Kalinov dialogue will now begin by manually activating the dialogue using the action button. Dialogue will no longer automatically begin when entering a trigger zone, preventing unwanting interaction
- UI: Notification Upgrade Arrows for Talents and Knowledge Menus are now anchored to the text and will shift position based on active language
- UI: HUD - Moved the Necro's skeleton count to the top right of the screen
- UI - Restructured the End of Round menu to account for increased text space in some languages
- UI: Removed text spacing for shadow monk petal count

- Bug Fix: Corrupted Souls Curse - When soul color changes from blue to red and back to blue, the soul will now resume collection with magnets
- Bug Fix: Minotaur enemy in Usvit Depths will now always face its move direction while in a charging state
- Bug Fix: Changed endless curse mode initialization logic so that nightmare cloak cannot spawn multiple curses after the final boss is defeated
- Bug Fix: Changed some code execution order when activating the sacrifice altar to prevent a long delay to open the notification panel
- Bug Fix: Crit chance is now displaying and working correctly for all classes
- Bug Fix: Fixed some issues with spinning snails getting stuck

- Added a failsafe to check for active ability execution at runtime
- Environment props generation logic has been updated and improved
- Code Refactoring

Thanks again for all your support. Feel free to get in touch with us if you have any feedback. We read and do our best to respond to everything.

Stingbot Games

New Abilities! v0.9.4 is Live!

Hi Everyone, we have a big update for you all. We're excited to announce we've added some new abilities for the Necromancer and Ranger classes. We've also added some new merchant items and tons of QoL, fixes and various small features. Full Patch notes below:

[h2]Patch Notes (0.9.4)[/h2]

- Necromancer: Raise the Dead now scales from 5 skeletons to 10 skeletons (Would love to see if you like this or prefer the original count of 5. We thought a larger army would be more fun to control, but we're open to feedback)
- Necromancer: Raise the Dead - Increased skeleton enemy detection range by 50% and wander radius by 25%
- Necromancer: Removed Ability: Miasma
- Necromancer: New Ability: Summon Golem (replaces Miasma) - Build a larger army with this new summon! He will taunt and smash your enemies to pieces.



- Necromancer: Effigy will now explode when it's destroyed, inflicting explosive AOE damage to nearby enemies
- Necromancer: Grave Grip - In addition to slow, the ability now has a 5% chance to proc poison per rank
- Necromancer: Grave Grip - reduced base cooldown from 14 to 10 seconds
- Necromancer: Restless Bones - removed the requirement to have max skeletons alive in order to summon an exploding corpse bomb
- Ranger: Removed Ability: Nature's Snare
- Ranger: New Ability: Poisonbloom Sentry (replaces Nature's Snare) - Deploy a turret that shoots toxic projectiles at enemies
- Ranger: Deadly Toxins Talent has been boosted. Poison Proc chance increased by 30-80% per rank
- Pyromancer: Cauterize Wounds has been boosted and now provides much better healing
- Blood Maiden: Improved spawn logic of rain blood and Rot
- Blood Maiden: Added more prominent SFX to crimson fury attacks
- Blood Maiden: Ultimate Activation text is now localized
- Blood Maiden: modified the description for Shades of Agony
- NEW Common Merchant Item: Ring of Dominion - Necromancer Summons do 25% more damage but spells do 10% less damage. Only on offer when Necro is active character
- NEW Uncommon Merchant Item: Sunflare Spellbook - Summon the power of the sun to inflict damage upon your enemies
- Merchant Item: Mystique Vial, will now check what's currently on offer from the merchant, and it will not reward the player with anything on offer
- Blood Sacrifice Altar, Challenge Events and Cursed Altars now require manual activation just like the Merchants. You will no longer enter a trigger zone and have the menus automatically pop up.
- Modified the spawn logic of all altars and events
- Curse: Bilee's Revenge - Modified the color of the curse when playing as the Blood Maiden. It will now appear green, like poison, as opposed to red, to differentiate from the Maiden's spell FX colors
- Curse: Open Wound - will no longer tick damage on the player when the player near death. Damage is now capped to a low threshold
- Curse: Avarice Arrows: Added a 5 second cooldown to prevent spam spawning of arrows on multiple gold collections
- Curse: Flammable Goods - reduced the hitbox timer duration by 75% for explosions, making it easier for the player to navigate near exploding obstacles
- Curse: Catapult - boosted intensity of shadow color by 25% to improve visibility
- Curse: Grainloch's Minions - Added an extra 1 second delay to shoot a projectile when a stump is activated
- Curse: Deathcaps - Boosted brightness/contrast and added a shader effect to the mini spores, improving visibility
- Powerups: Soul Magnet powerups now have an additional chance to drop every 2-3 minutes in addition to the normal powerup drop rate
- Increased the XP gain of curses survived during endless mode by roughly 100%
- Boss: Ebon King - Now performs a warning before executing the Boomerang projectile attack
- Boss: Sporelord Rotwood - modified shader so the boss is now properly affected by lighting
- Castle Usvit: Likhoradka Elite - added an audio cue when she begins to cast a spell to signal a warning to the player
- Improved Merchant Spawning logic in Usvit Castle. Should no longer have possibility to spawn far from the player
- UI: Active Perk icon/info is now displayed in the Pause Screen and Level Up Screen before the active Merchant Items
- UI: Updated Key Bindings menu
- UI: Adjusted descriptions of character select menu to improve visibility and differentiation
- UI: Edited sprite swaps with proper sprites during button presses for buttons within the Options menu and Key Bindings menus
- UI: Added a notification icon next to the Knowledge button on the main menu to signify when a knowledge point is available to spend
- Audio: Reduced firebomb sound effect volume by 40%
- Options: Added a checkbox to disable ability fx lights
- Options: Added an accessible font option for English. If you want more font clarity and easier readability, you can toggle this on in the Options Menu.
- Credits: New menu and updated list
- Bug Fix: fixed an issue related to screen resolutions not being saved properly
- Bug Fix: Ranger Marked Targets will now appear in Usvit Castle
- Bug Fix: Ranger's Homing Shot now faces the correct direction when it fails to find a target
- Bug Fix: Mouse input now works for selecting a perk while in the perks menu
- Bug Fix: Applied proper shader to all gold collectibles
- Bug Fix: Necromancer: adjusted skeleton movement code to fix rare issue of skeletons not facing the proper move direction
- Bug fix: Tiles now shift properly if Hitch is active in Usvit Depths

We are planning to add another large update in July with some new events, tomes of knowledge, features, QoL etc. We are working hard on the end game content, and we are very pleased with how it's coming together, but we will continue to push out updates as we make our way to the finish line. More to come!

Stingbot Games

Hotfix 0.9.1

This Hot Fix addresses a rare bug which caused the game to "freeze" while activating the level up or pause menus if you obtained more than 16 merchant items in a run.

We're currently working on a very large build that should be live in the next week or two. Some things to expect: New abilities for the Necromancer and Ranger classes, new merchant items, tons of QoL, bug fixes and improvements. Stay posted, it's gonna be a big one!

Stingbot Games