In this update12
Full notes
Full Darklord's Tower update
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Repeated intro
Hello! This is Mugigo, the team behind Darklord’s Tower.
What changed
- Compatibility
- Gameplay
- Balance
- Maps
- UI and audio
Darklord's Tower changes
Thank you so much for all the feedback you’ve shared during this playtest. It helped us clearly understand what is already working well and what still needs improvement.
This build update is more than a simple bug-fix patch. We focused on refining the game’s core flow based on the feedback we saw most often during the playtest.
🔥 What We Focused on in This Update
(1) Expansion Changes
Added a new floor generation system that reflects the traps you currently own. (Beta)
Changed the expansion resource from Gold to Souls to ease resource pressure.
Added run-long buffs when expanding to increase the long-term value of expansion.
Improved the expansion selection flow so you can check lower floors with the Up and Down keys.
(2) Combat Changes
Added a taunt system to adjust how enemies recognize and pursue the player.
Split Lilith’s melee attack into an early skill structure to make combat choices clearer.
Added a basic attack to all enemies so trap disruption works more naturally.
Added a knockback resistance system so some stronger enemies can resist repeated knockback after falling.
(3) World Map Changes
Added world map quests that reward you based on your claimed territory range.
Added a range preview feature on the world map.
Added tower information display on the world map. (Game Rank, Tower Height, Expansion Buffs, Damage Taken, etc.)
Adjusted costs for merchants, skills, monster recruitment, and other world map systems.
(4) Quality-of-Life Changes
Added skip functions for dialogue and tutorials.
Added character name display during dialogue.
Added pop-ups for quitting, restarting, and resetting progress.
Added a short end-of-stage results screen with rank display.
Added a phase to collect remaining apples if your HP is low when the stage ends.
(5) Meta Progression and Content
Unlike previous versions, we intentionally limited some content in this playtest. Instead, we increased support for meta-resource gains so players can fully experience the content currently available.
For traps in particular, the new floor generation system makes outcomes harder to predict, so we applied some restrictions to reduce balance issues. We appreciate your understanding.
🛠️ What Is Still Not Included in This Playtest
We changed a lot in this update, but there are still some things that were not ready for this build.
(1) Incomplete Keybinding
We plan to review the control scheme from the ground up based on the feedback from this playtest. For now, we removed the incomplete WASD preset selection process, and after the playtest ends, we plan to introduce better default settings and a more complete keybinding system.
(2) No Mouse Support Yet
We are considering mouse support, but it requires updating most of the game’s UI. Because of that, we decided to review it more seriously after this playtest ends.
(3) Incomplete Localization
This playtest is mainly intended to evaluate the core loop at an earlier stage than the demo, and many parts are still likely to change. Because of that, we decided not to fully polish all translations yet, and instead review all supported languages once the game’s specifications are more finalized.
(4) Block Placement
We also considered adding block placement together with the new floor generation system in this update. However, the development cost and the risk of edge cases where player movement could become blocked were too high, so we decided not to include it in this build.
(5) Enemy/Trap Attributes, System Tutorials, and Codex
We are aware that the game still lacks enough explanation for many of its internal systems.
Source
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