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Keeper's Toll News

Build 0.8.2 is Live! New!

Hi Everyone,

A new build is live! We've added a new Merchant Item, Knowledge Skills, and a lot of QoL improvements, among other things.

[h2]Patch Notes (0.8.2)[/h2]

- NEW Uncommon Merchant Item: Ring of Infernal Embers - Fire based attack dmg is increased by 7% and any attack has a 1% chance to inflict burn on an enemy



- NEW Knowledge Skill: Fortune. Begin a round with a random reward, whether it be a merchant item or a random ability at rank 1



- NEW Knowledge Skill: Crit Bonus. Bonus Damage is added to critical attacks (+3% per knowledge point spent)



- NEW Knowledge Skill: Invigorate. Stamina regeneration speed is boosted by 10% per knowledge point spent



- NEW Tome of Knowledge: Defeat the Armored Snail in Linden Forest

- NEW Achievement: Max all Pyromancer Talents

- Tomes of Knowledge menu has been expanded to allow for the addition of tomes in future updates

- UI: Pause Menu and Level Up menus: Player Abilities now show the cooldown timers below the ability description

- When a boss is defeated, all active souls nearby will now be sucked in and consumed

- Armor Snail Event: reduced spinning snail damage by 50%, reduced move speed by 15%, reduced HP by 15% and also stopped movement when colliding with the player and applied a slight force to reverse move direction, allowing for the player to move out of the way much easier, thus preventing multiple hits back to back. Also, armored snail will only deactivate if off screen.

- Armored Snail now has a variable spawn chance after the first time it's been defeated

- Increased the XP earned from each curse survived during Curse Mode (Endless Mode)

- Traps in Usvit Depths will now only trigger once. They will not reset and allow continuous activations

- Improved targeting and ground detection for Bogatyr's Iron Smash and Pyromancer's meteor attacks

- Pyromancer: Annihilation: Giant fireball orbits closer around the player for a longer duration before disappearing off screen

- Pyromancer Talent: Cauterize Wounds - Reduced damage threshold from 35 to 25 needed to replenish health. Updated the text description as well

- Fixed some logic related to calculating cooldowns and haste

- Shrunk the hitboxes for the Jester and the Alchemist projectiles in Castle Usvit

- Updated the text description for Pyromancer's skill's: Spontaneous Combustion and Self Immolate

- Hit Detection: Boosted the opacity of the character sprite when hit, so the red is more prominent. Also extended duration slightly and refactored the code improving visibility from multiple hits. Also increased the brightness/visibility of the flashing screen border.

- Secrets

We are actively working on version 0.9 of Keeper's Toll, and our primary focus right now is developing the Blood Maiden Class. She's going to be very unique and we can't wait to share more details about her, and we're planning to launch her next month as we transition to version 0.9.

We will have one more content update while we remain in version 0.8 of KT. Expect this update closer to the end of the month. We're planning something fun! Stay posted for details!

If anyone has any feedback, bugs to report or anything else, feel free to get in touch with us. We read everything and will do our best to respond as soon as possible. Thank you, and stay posted for more content. Still lots to come!

Stingbot Games

Pyromancer Arrives! v0.8 is Live!

Hi Everyone,

Keeper's Toll has transitioned to v0.8 and with this major update we bring you a new character class: the Pyromancer. Once bound to the prison of Castle Usvit, the Pyromancer has broken his shackles and seeks to annihilate all who stand in his way of finding who is responsible for his imprisonment.



The Pyromancer is a very powerful AOE class and his abilities offer the largest area of clear for any class in the game.



However, his direct damage is lower, so its important to build his strengths. He scales well with critical attacks, so getting your CRIT up is a wise decision.



As always, just like all other classes in the game, he does not share any class actives or passive abilities and is unique in builds and playstyle.



- New Event in Linden Forest: Find and defeat the armored snail.



- Rearranged the character order in the character select and talents menus

- Evasive maneuvers logic has been modified. Stamina bar no longer fully depletes when a second dodge/dash is performed. Instead, performing the move will now consume the normal amount of stamina, but still requires at least half a bar to perform a dodge.

- A Grace Period has been added to Challenge Events before loading to a boss fight. A boss fight will now only attempt to initialize once the challenge event is won or lost.

- Refactored code related to upgrading player skills, improving efficiency and adding failsafes to prevent duplicate calls

- The Soul Knight's speed boost effect will now only affect enemies once, preventing unwanted high movement speed against multiple activations on enemies

- Merchant Item: Thunderstruck Gauntlets - a 3 second cooldown has been added to the ability proc requirements. Also, Thunderstrike will now only affect enemies if they are visible on screen

- Merchant Item: Shadow Essence Vial: Summoned Shadow Men are now capped at 10 to account for balancing the new Pyromancer Class

- Bug Fix: When ally invader despawns, the toast notification now properly displays as it should

- Bug Fix: Necromancer should no longer be able to move/slide around while reviving

- Bug Fix: Lady Nox should no longer be able to pass through walls/dead space

- Bug Fix: attack fx should no longer randomly deactivate by hitting invisible collision areas

- Bug Fix: Fixed a rare memory leak issue related to particle FX management, which could cause slowdown

- Bug Fix: Player Skills will no longer double activate when closing Dialogue UI

- Updated Chinese Font

- Code refactoring and collision optimizations

[h2]What's Next[/h2]

We've updated our roadmap, and we're alternating between working on the Blood Maiden class and the next level of the game. We will continue to make improvements to existing content as we progress.

Thank you for following along as we continue development on Keeper's Toll. We always welcome feedback, so feel free to share your thoughts and hopefully we can continue to find ways to improve the game together. Lots to come!

Stingbot Games

Patch 0.7.11

Just a couple fixes/improvements added:

- Updated the failsafe for submitting specific achievements to Steam
- Sporelord Rotwood - Healing shroom spawn timer has been increased, thus he now spawns healing shrooms much less than before

-Stingbot

Patch Build 0.7.10

Here's a small patch build with a handful of bug fixes and minor changes. Thank you to everyone who reported these!

We note everything people bring to our attention, so if a change you requested is not in, or has not yet been fixed, just bear with us. Sometimes it takes a day, sometimes weeks, sometimes months before we get to things. We have a huge backlog and we are doing our best to address issues/requests, while we maintain priority on developing future content.

[h2]Patch Notes (0.7.10)[/h2]

- Restructured the UI popup display systems to prevent notifications from remaining on screen for long, unwanted durations

- Bug Fix: fixed a rare bug where merchant menu might not open. was related to multiple panels opening and frame timing issues not resetting logic properly

- Bug Fix: Ranger's kiting stance will no longer be swapped when inside the Merchant trigger area

- Sporelord Rotwood: Boss Soul now spawns offset to the right of where the boss dies, so it doesn't get hidden behind his body

- Added a backup check for earned achievements. Each the time game boots up it will check for specific achievements in case they were somehow earned in the past, but not submitted to the steam servers

- Luck starting values have all been set to 0 for each character. Luck is a completely optional stat that can be added via the Knowledge Menu or merchant items

Thank you again, and I hope everyone is having a great weekend!

Stingbot Games

Build 0.7.9 is Live + What's Coming Soon?

Build 0.7.9 brings some new systems, balancing and fixes to the game.

- NEW: Luck system.



A new stat exists for each character class called Luck. This stat can be upgraded using the Knowledge System and Merchant items. The more luck you have, previously upgraded abilities are more likely to reappear on level up. For players that want more control over their destiny and less RNG, putting points into Luck might be the right move. Luck replaces the Knowledge Skill: Doom Surge.

- Merchant Item: Lucky Rabbit's Foot - now boosts Luck by 5% in addition to boosting gold drop value

- Chancellor Autlaic: New animations for crawling and breathing black fire



- Chancellor Autlaic: His arms/hands will no longer inflict damage on the player while the boss is moving. Damage will only be inflicted while he is idle or smashing/attacking

- Chancellor Autlaic: Created a new windup + VFX when breathing black fire to warn the player of the incoming attack

- Chancellor Autlaic: Created a new visual effect particle sprite for the black flames that he breathes during the attack

- Chancellor Autlaic: Restructured the entire collision system, making it more accurate and forgiving

- By default, all character classes now have a very low amount of critical attack chance

- Boss Souls now require the player to be touching them in order to be collected. They are no longer affected by Soul Range

- Soulus now has a custom shader applied when the sword becomes enraged

- Curse: Death Caps - reduced the amount of death caps spawned by half, and increased distance between caps, making the minefield more manageable for traversal

- Skeletons and Shadow Minions will now properly target Soulus

- Altars, Challenge Events, and NPCs will no longer be enabled unless condition checks are met to ensure UI does not overlap with other menus

- UI: when talents are available, the coins icon will no longer display next to the Talents button on the main menu. This icon has been replaced with an upwards-oriented pulsing arrow

- The current run will now automatically end if the final curse is survived during curse mode

- UI: Total Souls collected will now be displayed on the home screen of the game as opposed to the options menu

- Slightly boosted performance from damage text

- Toast notifications describing direction are now written as East/West instead of Left/Right

- Options Menu: Resolutions display list has been cleaned up and improved offering more clarity. Resolutions are now sorted and displayed according to the Hz of that resolution and duplicates have been removed. Due to the complexity of overhauling this system, we had to reset the saved resolution, if one exists. So you will need to reset your preferred resolution, unless you simply use whatever the game defaults for you.

- Bug Fix: When the player dies, healing state is now properly deactivated

- Bug Fix: Ranger Burst Shot will no longer trigger the wrong SFX to play while quick shot is being fired off

- Bug Fix: When closing the pause menu and within the merchant trigger zone, the merchant menu will not automatically open. a delay has been added to prevent the UI from opening during the same frame.

- Bug Fix: When purchasing boots or chest armor pieces from the merchant, other items will no longer randomliy be marked as purchased and disabled. We had to update the index count based on the addition of new merchant items, so this was not working properly in some cases.

- Bug Fix: Added checks to Ebon King to properly end and prevent movement when the boss dies

[h2]COMING SOON[/h2]

Since we launched version 0.7 of KT, our primary focus has been on creating the Pyromancer character class, and we are inching closer to completion. We hope to have him live in the game by the end of March. Except for any possible patch builds to fix any discovered bugs, it's unlikely we will release another build until the Pyromancer goes live, at which point we will transition to version 0.8 of KT. We are also planning to release a new trailer showcasing the new character. He's a very chaotic character class with high crit and some really cool abilities and synergies. We can't wait for everyone to play him.

As always, we welcome and appreciate feedback. If anyone has any suggestions for improvements, additions, or bug fixes, please don't hesitate to share with us.

Thank you for your support and following along as we continue development. Lots to come!

Stingbot Games