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Patch #3 + German lang.

Dear Players,

Another big update that implements few quality of life features and corrects bugs based on your feedback.

German Language

We have added German language option. It should automatically detect your operating system language, if not - you can switch it from Settings. Many thanks to all players that helped us with some missing texts and did overall language proofing. If you spot anything amiss, please be so kind and let us know.

Other Languages Update

We should be ready with Polish language within few days. Russian language is at about 80% done and should be released in 2-3 weeks’ time. We are also working on Turkish, French, Chinese Simplified, Spanish and Japanese – although here we cannot give you time estimate yet.

Quality of life changes

  • Reworked dusty scroll mechanics. Now they always show the effect of the scroll. They are split into Lesser and Greater scrolls. Lesser Scroll grants a small positive effect while Greater Scroll grants a powerful positive effect but also a small negative one.
  • Added auto-cast option for buffs. New checkbox is added to the skill button.
  • New battle unit tooltip with more information.
  • Added health and mana regeneration stats to hero portraits.
  • Combat loot is now scaling with difficulty. If there is a unique item as a reward, it has slightly better stats on hard (+) and epic (++). Gold amount is slightly increased and additional crafting crystal can be looted.
  • Added crafting for Jewelry (from Blacksmith level 1) and Pistols (from Blacksmith level 3).
  • Unique items have one item forge slot so their life should now be longer.
  • Each resistance on Armor is now shown separately.
  • Daze and Stun effects are now shown on champion’s portrait.
  • When battle starts, first champion is always selected.
  • Reflect damage icon is changed.
  • Buff graphical effects are now toned down, so the visibility of the effects (if there are many) is improved.
  • Added subtle animated environment elements (e.g. moving machines or swaying chandeliers).
  • Improved graphics on few floors (e.g. intro floor).
  • Four new battlemaps added.

Bug Fixes

  • Few English typos were fixed. It should be now 100% correct.
  • 100% Completion is always possible now – even on floor 7 if you are kicked out from Daeva realm. However, Imprisoned Daeva (quest) counts towards 100% so you need to kill him before Trial ends if you plan on being kicked out from their realm.
  • Fixed buff timers sometimes duplicating.
  • Fixed hero stats sometimes not updating in inventory.
  • Fixed Main Damage getting replaced with Additional Damage after Item Forge (it caused problems when using Sunpower enchant).
  • Fixed Khan battle – now killing portal first and boss after does not result in a long waiting time before the battle is concluded.
  • Fixed some enemy summons which had 1 Health.
  • Towers and Portals now highlight properly when skill casting.
  • Fixed auto-save icon now showing all the time.
  • Elemental Barrage does not block movement now before projectiles hit the targets.
  • Imprisoned Daeva boss – now his drain life and drain mana skills work properly and channel can be interrupted together with the skill effect.
  • The nasty chest on floor 5 at fountain can now be accessed.
  • Kelsier’s Unique items now work properly and do stack armor reduction.
  • Fixed chest on floor 5 (near the fountain) that was difficult to pick up.
  • Fixed enchant names.

Combat balancing

With the help of few players we made tons of small and bigger changes. Most notably – due to reward scaling and received feedback – we increased overall difficulty on hard and epic. It would be impossible to list every single change we made (over 1000), so here is a recap of the most important ones:

  • Super secret dispenser code fight – fixed. It was meant to be unbeatable but some of you made it. So – now it is very hard but doable and therefore has decreased reward (still very nice but not game-breaking anymore).
  • Fixed: Push and Pull skill effects no longer break the channel skills. One problem with difficulty was that lots of mid- and end- game enemies use channel skills that were not a big threat due to pull/push.
  • Thorns Enchant – it was too powerful early especially when Armor was added in Item Forge. We did a lot of testing and rebalanced it to make it still very good early game and scaling well into late game. Also radius of Thorns has been increased from 3m to 4m so you are not forced to micromanage so much.
  • Boss fights were rebalanced – lots of them got new (sometimes unique) skills.
  • Rakhem’s skills: Acid Splash increased poison damage. Blinding Flash increased air damage.
  • Boron’s Cleave increased cleave damage at all levels, to 100% at maximum level.
  • Daeva enemies now should be what they meant to be – terrifying and tough minibosses. Number of enemies in fights decreased but each enemy should be much bigger threat now.
  • Few combats rebalanced – number of enemies changed, portal timers adjusted, trap positions adjusted. We hope you are enjoying Tower of Time. Please share with us your feedback so we can continue to improve the game – via Discord server or forums. https://discord.gg/c8Wd46s Thank you. Cheers, Event Horizon team.