v5 Changelog
How to unlock: Deal 80+ damage with a single attack.
The Warlord swings his mace wide and hits enemies in an arc. If he slays an enemy, the slain enemy lets out a stunning and damaging shockwave!
How to unlock: Reach 10+ SP on a single hero.
The Jester excels at chaotic wave-clear, throwing three bouncy balls that ricochet off of walls and enemies alike.
How to unlock: Reach max level with all heroes in the party.
The Druid has a midrange flower attack that leaves behind poisoning thorns. She's very good at setting up area control to slow down enemies, and to set up combos for the rest of the team.
A challenge mode of epic proportions where you play through one single tower. The catch? It's 36 floors long and has many surprises waiting for you. It is definitely not for the weak-hearted. I intended this challenge to be for the players that are hungry for something even harder than what's available in the game currently, with the focus being on building a versatile team that can take on every possible challenge the game can (and will!) throw at them. Every single enemy is present in the tower, and so is every boss. Items are scarce, too, so you can't rely on them to round out the team. The composition itself, and the skills you choose will be make or break.
In this mode, defeating a boss will heal you 2 HP, and after floor 20, it will heal you to full in addition. Whenever you get that +2 HP from defeating a boss, if it were to put you over your max HP, you will get a Fountain Water item as a bonus.
An average run is about 25-30~ floors worth of towers, give or take. This one is a good bit longer, with a lot more bosses to fight along the way.
Added a new page in the Vault which chronicles runs that you've won, noting down the party's state, as well as run stats, and what chosen final boss. Unfortunately, the game wasn't set up for saving this info prior, so no runs before Version 5 will be present.
I hope you enjoy seeing these new stats on your subsequent runs!
Currently it is set up to save the last ten successful runs, and then will overwrite the oldest one. In the vault, it will always display them in order of newest to oldest.
New item! Fountain Water - This item is dropped if you drink from a fountain while at full HP. It heals 1 HP and consumed when entering a new room while the item is equipped.
Added hint text when viewing heroes in the vault to tell the player they can view the hero's skills by pressing the CONFIRM button.
Added a new graphical setting that changes fire entities to have no particles and instead be a simplified animation. This should boost performance on super low-end devices.
In the party assembling screen, squeezed the hero portrait box padding to fit the three new heroes on screen.
Adjusted the Bandage item to triggers at 1 or 2 HP remaining, up from just 1.
Adjusted the Survival Vial item to heal 2 HP instead of just 1.
Thank you for playing Triple Swap Tower! I've had a blast working on this game and adding new characters and content. Since release, I've nearly doubled the initial roster that launched with version 1. I am very proud of how Triple Swap Tower has shaped up, and how much stuff is in the game. I went into designing this game with the plan of having many build-paths and ways for the player to play, and I really believe I delivered on that idea.
I have plans for one more update after this one, as well as a new project in the works! If you have any questions/concerns/suggestions for TST's upcoming version 6, feel free to reach out on the game's Steam discussions or via Discord.
Thanks again for playing Triple Swap Tower, and I hope you enjoy version 5!