Castle Torgeath: Descent into Darkness - Dungeoneering Studios
Hello everyone!

In this release, we have added health and mana regeneration and made combat improvements. A while after you are done fighting with enemies or have dealt with a trap your health will regenerate up to 70% and mana up to 15% fairly quickly and then at a much slower rate. You can still find and use health and mana potions to get yourself to full strength right away. We also made changes to how enemies move when they are following and/or attacking you. Finally, we rebalanced combat slightly including a reduction in how often the morph fog reanimates killed enemies. Check out our Steam Stats Guide for more details.

Here are the full details of the update:
  • Added fast health/mana partial regeneration after combat and trap encounter
  • Added slow health/mana regeneration
  • Reduced chance of Morph fog reanimating killed enemies
  • Updated Steam page Stats Guide for regeneration and morph fog changes
  • Fix some minor issues found in our testing and reported by the community

Enjoy the game and let us know what you think!
Castle Torgeath: Descent into Darkness - Dungeoneering Studios
Hello everyone!

In this release, we have added new art and updated scenery throughout the game. The alchemy labs and goat heads now have new effects. Some effects help the player such as giving you more mana. However, some others are not so good and can disorient you or reduce your health. Many new effects have been added especially in the first two levels in the game. Finally, we made some scenery and art fixes.

Here are the full details of the update:
  • New Goat Head effect added
  • Additional goat heads and effects added in first two levels
  • New effect added for Alchemy Lab magic circles
  • New effect added for Alchemy Lab floating rocks
  • Clues were modified slightly to be easier to read
  • Scenery fixes made in alchemy labs
  • Fixed some minor issues reported by the community

Enjoy the game and let us know what you think!
Castle Torgeath: Descent into Darkness - Dungeoneering Studios
Hello everyone!

In this release, we updated the Phantom Trader and added new scenery in the game. When talking to the Phantom Trader you now can see what special powers you already have and what new ones you can get assuming you have the loot for it. We also added a limited number of mana statues in all levels of the game for launching even more spells at enemies. Finally, we made scenery updates throughout all six levels.

Here are the full details of the update:
  • NPC Phantom Trader updated to indicate which special powers are active
  • NPC Phantom Trader conversation allows you to loop for additional powers
  • Added limited number of new mana statues in all levels
  • Additional scenery changes made to all levels
  • Fix some minor issues found in our testing and reported by the community

Enjoy the game and let us know what you think!
Castle Torgeath: Descent into Darkness - Dungeoneering Studios
Hello everyone!

In this release, we added tooltips, tutorial tips, and enemy drops. All selectable items (e.g. loot, potions, keys) now show a tooltip when you hover the reticle over an object. We also added tutorial tips in the first room of the Battlements to provide helpful information about what you can do. In addition, we added random drops for the enemies so you can collect even more than before. Finally, we made some minor art improvements and bug fixes.

Here are the full details of the update:
  • Added tutorial tips at start of game; only shown once per tip type
  • Add tooltips for all selectable items throughout the game
  • Added ability for killed enemies to drop items you can pickup and use
  • Customized drop item selection for each enemy type
  • Level 3 bridge cave now has a higher resolution texture
  • Minor adjustment to hunger balancing
  • Fix some minor issues found in our testing and reported by the community

Enjoy the game and let us know what you think!

Castle Torgeath: Descent into Darkness - Dungeoneering Studios
Hello everyone!

In this release, we made improvements to melee combat both for the player as well as how the enemies operate. The player animations have been reworked to provide a better feel when hitting something. We also adjusted the hit effects for all enemy types so that they look better and are more accurate. Finally, we created differences to how many enemies fight giving you new challenges to adapt to.

There are several things that we did to upgrade the melee combat. The first was adjustments to blood effects from hit damage. They were enlarged to create a bigger impact, and their trajectories were modified to make them go further and become more noticeable. The second upgrade was how the player’s swinging felt. In order to have more of an impact the swing was slowed at the approximate point of contact giving it the feeling of resistance and weight. The third upgrade was changing how enemies react to the player’s attacks when they are attacking. Previously, a potential stun reaction in the enemy could could break the tempo of the fighting but now only non-stun reactions occur when an enemy gets hit while attacking. Lastly, we made a reduction to the power-up’s particle system to make it more visually appealing.

While a lot of melee upgrades were made, the most important improvement was the increased differentiation among enemies. Many skeletons and spiders will now attack more aggressively without falling back or dodging and can chase the player better as well. Skeleton archers and sorcerers will now react if the player engages but runs away which means if the players decides to go for the kill he will be forced to commit. Demons will now retreat if the player cycle attacks it and retaliate with a fire ball at long range. Attacking the orcs directly is now much harder and will very likely result in a hit on the player. Thankfully, the orcs are slow and easy to outmaneuver. The final differentiation is that the wolves if hit will attempt to flank the player forcing him to move.

Here are the full details of the update:
  • Adjust all enemy hit effects to look better and be closer to expected hit area
  • All player melee animations adjusted for better feel when attacking
  • Skeleton archers and sorcerers will fire range weapons if you try to run away
  • Demons will back up and fire spells at you if you try to spam them with melee weapons
  • Most skeleton types and some large spiders will never dodge
  • Frontal attacks on orcs are now much more dangerous and will need to outmaneuver them
  • Wolves will dodge and try to go around you if they are hit
  • Slight change to look for melee special power effect
  • Enemies always do no-stun hit response when in middle of an attack.
  • Fix some minor issues found in our testing and reported by the community

New combat scene in The Battlements:



Side Trap in the Battlements:



Fighting insectoids in The Library:



Magic Spell in the Royal Area:



Orc chasing up the stairs:



A Skeleton Archer in the Alchemy Lab:



Here is a video showing the new melee combat:

https://www.youtube.com/watch?v=OW0pv5lMHAg&feature=youtu.be

Thanks for all the feedback and we hope you enjoy the update!
Castle Torgeath: Descent into Darkness - Dungeoneering Studios
Hello everyone!

In this release we made several changes to the player and the enemies to improve combat and game feel. Based on your feedback, we slightly adjusted the player's melee weapons and enemies hit boxes to make the combat feel and look better. We also made adjustments to how the enemies move to make it smoother in normal, hard, and rogue modes. The player was also improved by adding motion to the arms while changing direction. Finally, we made several art improvements to enemy types such as spiders and skeletons as well as improve balancing by disabling the morphs in the first chamber in the first level.

The primary focus with this update was to enhance the player’s feel of the game. One of the biggest changes is that the sword’s hit box was reduced to prevent strange feeling hits that were just beyond the reach of the weapon. Another major addition is arm motion. The arms now react to your change in movement making them feel more realistic. Lastly, dropped keys can no longer uplift the player slightly.

The enemies received feel improvements too. The most important change was tuning up their turn rates. Their turns were originally not that smooth but after playing with several parameters they now are able to turn with ease creating a better experience. The death animations for the skeletons and spiders also got a touchup. They now play faster and reposition themselves better when dying making it look more realistic. Another major improvement is that the enemies’ time to react to hits has been adjusted to give you more of the feeling of hitting the center of the enemy rather than the sides. The final change is that the rats in the first chamber at start of the game now don’t morph so you will not encounter morphs too early in the game.


Here are the full details of the update:
  • Adjusted all enemy hit boxes
  • Adjusted player melee weapons hit boxes
  • Adjusted all enemies to make for smoother motion
  • Added player arm motion effects for acceleration/deceleration
  • Adjusted all spider death animations
  • Disabled morphing in the first chamber in the first level
  • Fix some minor issues found in our testing and reported by the community

New combat scene in The Mines:



New scene from The Battlements:



Key drop from a demon in The Alchemy Lab:



More loot in the Alchemy Lab:



Thanks for all the feedback and we hope you enjoy the update!
Castle Torgeath: Descent into Darkness - Dungeoneering Studios
Hello everyone!

In this release we made several improvements to all enemy types. The most noticeable are the changes to all enemy hit reactions including new hit animations for skeletons, insectoids, and wolves. We also added a new paralysis attack for the insectoids (watch out for the tail!). We also increased the enemy hit stun rates especially early in the game for better balancing and flow. Finally, we improved the look of the spiders. Enjoy the game and let us know what you think!
Castle Torgeath: Descent into Darkness - Dungeoneering Studios
Hello everyone!

In this release we made an update to the look of the player. We adjusted the position of the player’s hands and weapons slightly downward closer to the action. We also adjusted the orientation of the player’s torch and weapons to both look better and improve combat feel especially when swinging your melee weapons. In the future, we will add more player customization options and new game features as time permits. Enjoy the game and let us know what you think!
Castle Torgeath: Descent into Darkness - Dungeoneering Studios
Hello everyone!

In this release we made significant combat and game feel improvements as well as implemented many of your suggestions. How the enemies fight and move is now much smoother. It is also much easier to select items like torches, food, loot, and potions. In addition, we added mana regeneration to make it easier to use spells over time. We also modified some of the spiders to have different attacks and behaviors (e.g. poison attacks). Finally, we implemented several suggestions made by the community including double clicks to open files and using the select key to toggle messages.

At the start of working on the update, we investigated making the enemies move smoother to improve combat feel. After several bits of experimenting, the core of how enemies move and fight has changed. The most important change is the underlying way the enemies approach the player. Previously, the enemies would start the attack procedure at a further distance and then slide forward. While this gave the enemies a greater chance to hit the player and create more dynamic situations, it didn’t always look good because it caused the enemy to jerk and made it hard to dodge their attacks by pulling back. All of that was completely changed, the enemies no longer slide but can still be a threat to the player. This result is possible because they can get closer to the player before beginning their attack. These changes remove the jitter and hit guessing, however; it is not just enough to modify the core processes to make it look smooth. The way animation transitions occurred and the speed of each enemy were readjusted for each individual enemy type. The total of these fundamental changes creates the smoothest combat experience for Castle Torgeath to date.

Enemy differentiation was a big focus on this update as well. We wanted to add more to the variety of combat options the enemies had to create more excitement in combat. We added two in this update. The first addition was to give green and black widow spiders’ a poison attack. If you get hit by a poison attack your vision will be distorted and you’ll lose health over a short time. The other addition is the passive spider. Albino spiders will now only be aggressive if you attack or get too close to them giving you the option to avoid them if you don’t want to fight. We believe additions likes this give more flavor and character to the combat and we hope to add more soon.

The final big focus for this update was addressing some of the requests from our community. The biggest is that we’ve added mana regeneration in the game. The regen is slow, 1 unit per minute, but will allow you to get in a few extra shots or open magically sealed doors without having to always use a mana potion. Another big addition is that we made selection of torches, food, potions, and loot much easier by moving the selector closer to the player enabling you to get as close to objects as you want. Two other additions are that you can now use the “e” key to close clues and you can double click to access files. We will keep adding features based on your comments as much as we can to make the best game possible.

Here are the full details of the update:
  • Changes to enemy combat for better game feel
  • Adjustment to enemy motion for smoother operation
  • Adjustment to enemy animations for smoother transitions
  • Add mana regeneration
  • Some spiders now have a new poison attack
  • Some patrolling spiders are not aggressive unless you get too close
  • Made it easier to select items such as torches, potions, food, loot
  • Some minor art fixes in first three levels
  • You can now open file from list with double clicks
  • Use select key to both open and close messages e.g. clues
  • Steam Stats Guide updated for mana regeneration
  • Fixed various minor bugs


Scene from the Fog Hall in Level 3 (Smithy):



Here is a sample of new combat in Level 5 Armory:
https://youtu.be/hsvETqXvgyY
Here is a video of the new poison spider attack: https://youtu.be/iCmmk93SYNI

Thanks for all the feedback and we hope you enjoy the update!

Castle Torgeath: Descent into Darkness - Dungeoneering Studios
Hello everyone!

In this release we have made several combat feel and gameplay improvements many of which are based on your comments. Blocking has been made faster and the inventory now has the much requested item count. We also readjusted enemy melee and ranged attacks so they are more in sync with what you see and expect. Finally, we changed the morphs to have a shield against all normal melee and ranged attacks but you can still affect them with magic spells and special powers.

The most significant change has been to how the morphs work. The morphs are created when another killed enemy is transformed by the morph fog and the odds of the fog appearing is shown by the HUD blue orb. All the morphs now have a new shield effect which prevents normal melee or range weapon attacks from hurting them. Only magic spells can affect the morphs. However, if you get the strength special power from the Ghost Trader your melee weapons will work against the morphs while the special power is in effect.

We also made some general combat feel improvements. Blocking is now much faster and much easier to use against all enemies. Also, the animal enemies now get much closer to you when they attack making it easier to tell when you are going to get hit or not. Other enemies, such as the skeletons, also get a bit closer when they do melee attacks. In addition, the motion of enemies when they are chasing you has been made a bit smoother.

Finally, we added an item count to the inventory window. This will make it much easier to tell when you are nearing the 300 item max limit you can carry. Note that spells, keys, and clues do not count toward the carry limit.

Here are the full details of the update:
  • Player blocking is now faster
  • Inventory shows item count and limit
  • Readjusted melee attacks to be more in sync with what you see
  • Readjusted range weapon colliders to be more in sync with visuals
  • All morphs now have a shield against normal melee and ranged attacks
  • Adjustment to enemy motion for smoother operation
  • Steam Stats Guide updated for morph attacks and inventory
  • Fixed various minor bugs

Sample of inventory window:



Here is a new scene in The Mines:



Thanks for all the feedback and we hope you enjoy the update!
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