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Halls of Torment News

HoT Experimental Update 2023-12-07

Update 2023-11-12:

- Fixed Uncommon Shadow Cloak, it had the base values.
- Wooden Ring (Growth) is now additive and not multiplicative bonus.
- Concentrated Strikes no longer ignore single enemies.
- Description of Explosive Strikes adjusted -> deals damage based on LS damage.
- Explosive Strikes damage reduced from 50% to 30% of LS.
- Description of the LS Specialist quest was updated -> can only count LS direct damage, ES do not count.
- Torment Score wasn't properly tracked.
- Arcane Unrest did not apply to Elemental Splinters, instead the bonus was multiple times added to normal projectiles.

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Update: In the first upload of the patch there is a bug where no monsters spawn on agony 5, this bug has been corrected. Please restart Steam to make sure you have the fix!
Update2: Fixed the quests in the ending screen, the issues with the potion of oblivion and the normal chest not dropping uncommon variants in agony.
Update3: Fixed the "Reach Agony" quests.
Update4: Fixing FireSplinter info and Arcane Elements splinter are now also Magic.

Greetings Adventurers!

We have just updated the experimental branch of the game. We’ll be testing the next update until next week before setting it available for everyone. There are several technical changes in the background that may cause unforeseen problems as we’ve just officially upgraded the game to run on Godot 4.2, and changed some rendering and data structures.

Generally speaking, the game should load faster and perform better without any visible differences, even without performance mode on. At the same time because of these structural changes the game might be a bit unstable at the moment and we need your help to let us know about crashes and other bugs.

To join, right-click the game -> properties -> Betas and change the participation to “experimental”


[h2]Experimental Change Log | 2023-12-07[/h2]
  • Updating the engine from Godot 4.1.4 to Godot 4.2
  • Adding Twitch integration to support user votes on Abilities, Items and Traits
  • Reworking data structure for faster load up speed
  • The normal (not performance) mode is now longer rendered on higher resolution
  • -> In normal circumstances this will be no visible change from before, the text will remain sharp, performance in normal mode will improve
  • Agony decay has been entirely removed
  • -> Losing an agony level on death is still a thing
  • -> Agony will increase by 1 level every 5 minutes
  • -> Some of you may die, but it’s a sacrifice we are willing to make
  • Flash intensity setting is working again with better scaling
  • Disabled filtering of base traits (Area, Range, Crit Chance, Crit Bonus, Force)
  • Adding options to add an outline to the cursor


[h3]Lightning Strike[/h3]
  • Concentrated Strikes upgrade has been added
  • Targets the monster with the highest Health and then spreads around it
  • Also adds damage bonus for each elemental stack on enemies
  • Adding quest “Lightning Strikes Specialist” to unlock the new upgrade
  • New quest can be found on the Viaduct quest board
  • Explosive strikes can now apply Burn
  • Exploding Strikes no longer cancel out with Electrifying Strikes
  • Base Damage of Lightning Strikes has been reduced
  • Attackspeed and average hits per second has been increased
  • Traits were adjusted to account for the balancing change
  • Lightning Strikes now attack faster with higher Attack Speed to avoid Strikes being lost


[h3]Arcane Splinter[/h3]
  • Arcane Elements upgrade has been added
  • All projectiles get a random element with a 20% chance to apply elemental status effects
  • Adding quest “Arcane Splinters Specialist” to unlock the new upgrade
  • New quest can be found on the Viaduct quest board


[h3]Items[/h3]
  • All base stat items get a new uncommon variant (Growth) which will need to be leveled and should outperform the (Boost) variant after 70-80 levels
  • Some base items like Quickhand Gloves and Runner Shoes were improved
  • Echoing band base range has been increased
  • Adding uncommon Echoing Band that can trigger with magic damage
  • Elemental Resonator was buffed
  • Replacing previous uncommon variant to also trigger with magic attacks
  • Adding a new uncommon variant (Chaos) that makes that every element has a chance to add any or all of every other elemental status effect


[h3]Bug Fixes[/h3]
  • No more negative Health (for real this time)
  • Holy Relic’s Light does now count as source for Warrior’s Fervor
  • Holy Relic’s uncommon variant now also scales with itS own light
  • Blood Catcher (Enchantment), the temporary Attack Speed buff is now working
  • No more potions stuck in the well, the wellkeeper threw them away
  • If one has now all available bottles in the inventory, no more additional bottle drops
  • Sometimes pointers to items would not disappear
  • Scorched Slayer quest now properly shows Blazing Armor as reward
  • Several Typos and descriptions



The update will move over for everyone by Tuesday - Thursday next week. (12th - 14th December)
Achievements will be added on official release of the update, completed quests will unlock achievements as soon they are added when the game is started.


Cheers! 🥕
- Chasing Carrots

HoT Fix | 2023-11-27

Hello Adventurers!

Over the weekend some bugs appeared that required squishing. These fixes will solve some problems you may have encountered with the latest patch. Please restart Steam in case you can’t see today’s date in the main menu.


[h2]Change Log | 2023-11-27[/h2]
  • When swapping item versions, their counters (and accumulated buffs) were not kept.
  • Holy Relic now heals you for the fixed 50 HP.
  • Power ups and health pickups from items can no longer spawn out of bounds.
  • Characters can no longer drop below 1 max. Health.
  • Shepherd’s Boon bonus on full health only charges when being at full health now.
  • The Focus variant of Shepherd’s boon now increases main weapon damage.
  • The Summon Ring’s had a bug where the base increase of summon counts would be applied multiple times. This resulted in hundreds of minions when using the Shepherd’s Boon.
  • The Brimming variant of Maiden’s Tear now properly adds a 60% bonus.
  • The gem spawn positions on the Viaduct are now calculated more accurately.
  • Wisps and Wyrms are no longer getting lost in the Frozen Depths as they’ve been taught how to navigate through the passages.
  • Wyrms on Ember Grounds are back at work.
  • Possessed Effigy (that nice little statue ghosts on the Viaduct) have their effect on Agony reduced.
  • Decreased the effect of monsters on Agony in general, making it decay slower.
  • Removed all the speed modifiers from Champions.
  • Corrected a balancing mistake with Viaduct and Frozen Depths not scaling monster spawns properly.



Please note that we’ll observe the Agony balancing results and adjust further if needed.

Cheers! 🥕
- Chasing Carrots

HoT Update 2023-11-24

Update - Known Bugs
  • Switching to uncommon variants does not carry over buff effects
  • Holy light does not trigger Warrior's Fervour
  • Wyrms on Ember Grounds are stuck
  • Max. HP can go into negative
  • Warrior'r Frevour variant not working at all

We'll be fixing bugs early next week, please keep reporting!

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Hello Adventurers!


We have another small content update for you!
In this patch we’re addressing the more defensive items, trying to make them more interesting, relevant, and balanced against what you can get out of them compared to traits.


[h3]Level 5 Progress[/h3]
We are making steady progress on the 5th world, but since this will be all new with a lot of new enemy types, animations, and gameplay features, it will all take a bit longer to cook. Currently, we do not expect this to be finished this year, but rather early next year.
Until then we’ll work on smaller updates like this to keep improving the game.


[h3]Crashes and Performance[/h3]
Thank you all for your feedback and the many crash dumps you’ve sent us. They are still very helpful and we are tinkering on many rough edges to improve the overall stability of the game.
Because the technical details are quite involved, we aren’t listing any changes regarding stability. But in general, after the update, crashes should become less and overall performance should improve, especially for abilities like Hailstorm or Arcane Explosion.
If you continue to experience crashes, please let us know and send us the data!
More information here: https://steamcommunity.com/app/2218750/discussions/1/3833172326397666982/


[h3]What’s Next?[/h3]
Regarding the smaller content updates, we’ll keep adding quests, ability upgrades, and new items as well as improving the existing ones. Since this patch is focussed more on item rework, in the next patch we’d like to focus more on getting additional ability upgrades into the game, aside from other new content (including items).
This update should most probably arrive before Christmas and it will be coupled with an engine update from Godot 4.1 to Godot 4.2. I will also contain adjustments for the freshly added content depending on your feedback.


[h2]Change Log | 2023-11-24[/h2]

  • Various performance optimizations
  • Fixed several crash causes and improved overall stability



[h3]Features[/h3]

  • Health potions and power ups now have simplified markers
  • Red markers are for potions and have a max. distance of 50 meters
  • Yellow markers are for power ups with a max. distance of 100 meters



[h3]New Items[/h3]



Holy Relic (Ring)
  • Unlocked by the existing Cleric quest “Trained Cleric”
  • Includes two variants (Duality) and (Blessing)
Every 30s when damaged: Place Holy Light
> Heals 50HP and regenerates 0.5/s for 100s
Every 30s when full health: Drop Power Up


Warrior’s Fervour (Necklace)
  • Unlocked by the new Norseman quest “Warrior’s Fervour”
  • Collect 10 Power Ups in one run.
  • Includes two variants (Lingering) and (Potency)
Activates on picking up Potions or Heal Magic.
For 15s: +100% Damage & Attack Speed


Shepherd’s Boon (Necklace)
  • Unlocked by the new Warlock quest “Horde Summoner”
  • Have 20 Summons at the same active
  • Includes two variants (Numbers) and (Focus)
Per active summon: +0.10/s Regeneration
On full health, apply buff on every tick.
Tick Speed: 30s + 6s for every buff.
Buff: +5% Damage (Summon)



[h3]Item Reworks[/h3]


Defiant Plate (Body)
  • Updating normal version of the item
  • Replaced uncommon version with new variants (Passive) and (Reactive)
On Damaged: +3 Defense for 10s (max. 30)
On Damaged: +0.5/s Reg. for 10s (max. 5/s)
For 6s undamaged: +3% Force (max. 30%)


Fighter’s Headband (Head)
  • Updating normal version of the item
  • Replaced uncommon version with new variants (Champion) and (Prepared)
Effect triggers when an Elite or Boss appears.
For 20s: Regenerate 1%/s
Always Spawn: Health Potion
Spawn on Full Health: Power Up


Pace Setters (Feet)
  • Updating normal version of the item
  • Replaced uncommon version with new variants (Recovery) and (Unrest)
Accumulate 5s not moved: Heal by 1%
Full Health: +20% Attack Speed
Wounded: +20% Movement Speed


Blood-Soaked Shirt (Body)
  • Updating normal version of the item
  • Replaced uncommon version with new variants (Rage) and (Undying)
On kill with 10% chance: +1 HP.
On full health when killing a foe:
0.4% chance for +1% Damage (Max. 50%)


Blood Catcher (Necklace)
  • Updating normal version of the item
  • Replaced uncommon version with new variants (Life) and (Enhancement)
On 200x max. HP damage dealt: +10 HP
Each time triggered: +1% to damage threshold.
On full health: +0.5% Damage (max. 50%)


Scars of Toil (Necklace)
  • Replaced uncommon version with new variants (Capacity) and (Sacrifice)
Per 1 HP missing:
+0.1% Damage


Maiden’s Tear (Necklace)
  • Updating normal version of the item
  • Replaced uncommon version with new variants (Quick Charge) and (Brimming)
Requires to be charged. (30s)
On Hit: Negate damage, charge is used.
While charged: +30% Force & +30% Damage



[h3]Balancing[/h3]


Astronomer’s Orbs
  • The hit rate now scales with the orb amount in the Orbit
  • eg. with 15 orbs the hit rate is now every 0.1s instead of 0.5s for each enemy
  • Decreasing Base Damage from 40 to 30
  • Decreasing “Material”-Trait Base Damage improvement from 7 to 6


Mask of Madness
  • Doubled health reductions
  • Buffs reduced to 1-2%
  • Changing ratio of buffs
  • Damage 50%, Attack Speed 33.3%, Multistrike 16.6%
  • Expanded description of “Degeneration”-Variant
  • This variant scales with Health Regeneration
  • Mask of Madness now lists added sum of buffs in it’s stats


Agony
  • Fixed that agony rank was not decreasing on death
  • Increasing the time before enemies reduce agony by 25%
  • Increasing the amount by which enemies reduce agony by 400%
  • Agony does not rubberband anymore



[h3]Bug Fixes & Improvements[/h3]

  • Fixed an issue with multiple sources of invincibility affecting each other.
  • Fixed an issue with the UI input which made it impossible to navigate to all quests with the gamepad.
  • Moved the “Ice Slayer”-Quest to a new location on the quest board.
  • Beast Huntress 2/hp per level bonus did not work, it just added 2 Max. HP in total.
  • The “Frost” Trait of Frost Avalanche wasn’t applying its effect.
  • Fencer Gauntlets now do work with the Sorceress.
  • Meteor Strike’s Attack Speed is no longer extended by the attack duration.
  • The Meteor Strike cooldown now will be displayed properly.
  • Some Ring Blades opacity weren’t affected by the settings.
  • Added a note for the Specialist quest of Phantom Needles regarding double crits.



__________________________________________

[h2]Q&A[/h2]
If you have any questions regarding the patch or the outlook, please comment below the news for the next 24 hours and we’ll add the answer’s here.


Do you plan on increasing monster density on Agony 5 or adding additional Agony levels?
Undecided yet. Monsters will be definitely stronger and have higher defense on higher "difficulty" levels. But Increasing monster counts also means impact to the performance. And to add to that - We have a feature in mind where you can adjust difficulty level more freely from the start of a session that unlocks with or after Agony in the feature. (If you ever read something about "Torment Shrine" - that)


Any plans on adding interactables during runs?
Yes, but we haven't them scheduled yet :)


When will you add Steam trading cards and point shop items?
With the 1.0 release next year!


What's with the mysterious stairs to the south of the "camp?"
Originally it was the exist bringing you back to the desktop. People were heavily confused during the early stages of the game so removed that functionality. But we have found a new purpose for them that will be revealed at a later time.


How exactly will a "Turbo Mode" be implemented?
It will be a modifier in the "Shrine of Torment" where you can place artifacts to modify the game. We imagine one or two of those artifacts will be to make the duration shorter. Beware: This would be agony only.


Any plans on having a "Progression" level where the player has to travel between hand-crafted areas while fighting off regular spawns?
No, that would to big for Halls of Torment. There might be possible some handcrafted landmarks being added on the current maps, but that is the extend we'll probably go with the base game.


Are there any plans for adding a gold sink?
Yes, but they'll take a bit more time as they are not so high priority right now.


Are there any plans for localization into different languages ​​in the future?
We'll translate the game for the 1.0 release. Before that we'll continue in English only to hasten development. (Maintaining translations has a big overhead)


Any chance for a male/female variant for every class? What about other cosmetic customization?
Most likely no. While it would be great, because it is a pure 2D game with hundreds of sprites per character not only would it blow the size of the game, it would take months to create 1-2 additional skins for each character. That's the scale of a whole new stage including all enemies and bosses.


Anything in game that explicitly says how force applies to each individual weapon would be very helpful. Does force increase effect on hit %?
During a run you can open the statistics with [Space], you can look through all abilities and items, and any line with (Force) tagged is affected by Force.


Do you guys have any plans on buffing summons?
Buff is a difficult word, but the Skeleton and Imp Ring will get a rework much like the rats. Also, Spirit Warrior's ability will get better balance, we believe that it's currently not as usable as it should be. Outstanding are also 3rd Ability Upgrades for the Golem and Spirit Warriors.


Take care! 🥕
[h3] - Chasing Carrots[/h3]



Nominate HoT for the Steam Awards!

Hello Adventurers!

The time has come!
During the coming days you’ll be able to pick the games you’ve enjoyed the most for the Steam Awards 2023. There will be multiple categories for which you can nominate one game you think stood out the most. It would mean the world to us if you would consider Halls of Torment for one of those categories. However, if all of your votes are spread across all the categories, our chances of being nominated will be very slim. That’s why we would like to suggest a category for Halls of Torment for your consideration.

If you want to vote for Halls of Torment for a Steam Awards nomination, we would appreciate it if you voted for it in the category ‘Sit Back and Relax’.

Other than that, we will be back with another update shortly. Until then, we hope you have a great time!

Cheers! 🥕
- Chasing Carrots

HoT Fix 2023-11-07 | Wide Sweep Fix

Hello Adventurers!

We have swiftly added a small fix for the "Wide Sweep" achievement.
There has been a bug since the last patch that prevented counting the hit enemies with the Swordsmen.

Thanks for the reports and your patience!

Cheers
- Chasing Carrots