Indulge Lady Tallowmere and see how far through her lovingly violent dungeons you can delve in this 2D indie action roguelike-inspired platformer. New rooms are procedurally generated every time you play. How far can you make it?

Post news Report RSS Tallowmere Alpha 132 out now

Massive changelog! Highlights include the new Emerald Dagger, combat log, new special rooms, health globes, dev console, passive abilities, and an improved soul system.

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Tallowmere Alpha 132 changelog (30 April 2014)


Added new weapon: Emerald Dagger.


  • Stay grounded and out of enemy sight for 2 seconds and you’ll become stealthed.
  • While stealthed:
    • Enemies can’t see you (except for bosses and enraged leapers)
    • You won’t trigger acid cloud traps
    • Backstabbing an enemy will slay them instantly
    • Bumping into an enemy will break your stealth
  • While not stealthed, backstabs deal double damage.

Added a combat/event log:


  • To view a list of recent events, press Tab on your keyboard, or Back/Select on your gamepad.

Added two new special rooms:

  • “Attack of the Zaeries” – because everyone loves zaeries.
  • “Time Flux” – time goes fast and time goes slow.

Added health globes:


  • Health globes sometimes drop from enemies, healing you for 25-33% of your maximum health.
  • Bosses always drop a health globe once they reach 50% health.

Added a Dev Console:


  • Press ~ to open the console.
  • For a list of commands, please click here.
  • Entering a gameplay-altering command will display a black and yellow border on the screen, meaning high scores won’t be recorded for the play session.

Removed the “switch inventory type” feature:

  • Weapons and consumables (e.g. health potions) are now grouped together, accessed by switching your weapon/item up or down.
  • You now start the game with a health potion (as well as your axe).
  • The tutorial now tells you how to switch your weapon/item. (no longer nags you later on when you acquire something new!)

The flow of collecting and spending souls has been greatly improved:


  • When you reach your current soul limit:
    • a group of souls will exit your body and follow you around,
    • your soul count will reset to 0,
    • your soul limit will increase by 15, and
    • any nearby enemies (excluding bosses) will be slain.
  • Your group of souls will unlock Old Man Mazaar’s door in town. (this process is now very quick! Mazaar apologises for his past ramblings)
  • You can have multiple groups of souls following you around (though they’ll appear clumped together).
  • If you have multiple soul groups when you open Mazaar’s door, the level-up vials will honour the number of soul groups you had following you. This means you can keep killing and just return to town when you please. No souls will go to waste; vials will increase your stats appropriately.
  • Enemies now grow stronger TWO rooms after you max your souls out, instead of growing stronger in the next immediate room.

Added a new Purple Mystery Vial which can grant you passive abilities:


  • Extra coins from slain enemies
  • Increased chance of enemies dropping a heart or health globe
  • Increased critical strike chance
  • Increased health regeneration
  • Increased health steal per hit
  • Increased souls per kill
  • Increased physical resistance
  • Increased acid resistance
  • Increased fire resistance
  • Increased lightning resistance
  • Reduced stun duration

Other changes:

  • Added a loading indicator when creating a new room.
  • Added background glows around certain objects, aiming to give rooms more visual appeal.
  • All enemies now start with a minimum of 3 health.
  • Archers now try to knock you back if you’re standing too close.
  • Decreased the number of generic rooms between special rooms, but added extra generic rooms at the start of the dungeon.
  • Entering a room now displays a big text overlay of the room’s number and unique room name (if applicable).
  • Gave pinwheel traps a few more pointy bits.
  • Gave the hero a new look for the time being, in preparation for future outfits!
  • Green Attack Power Vial now gives a maximum of +6 Attack Power, up from +5.
  • Hitting an enemy with a melee weapon while hitting a wall simultaneously now only makes you flinch sometimes.
  • Hopefully fixed pinwheel traps sometimes hitting you when you enter a room even though you’re nowhere near one.
  • Initiating a cutscene with Lady Tallowmere now restores you to full health.
  • Jazza now casts his single glowball attack slightly less frequently.
  • Jazza now only casts his blue swapper orbs if he is visible.
  • Jazza now only casts his mass glow ball attack if he is visible.
  • Rocket Launcher can now auto-aim at bosses.
  • Slightly increased hero and monster walking waddling angle.
  • Slightly reduced enemies’ maximum health.
  • Slightly shortened the length of Lady Tallowmere’s rescuing cutscene.
  • The Capture the Flag room now requires you to bring the flag to Lady Tallowmere, who will give you a key to open the door; the room’s key is no longer held by an enemy.
  • The Wandering Merchant has made an appearance, but he has no stuff to sell yet.
  • Traps (spikes, pinwheels, and acid clouds) now always deal 1 damage at the start of the dungeon (sometimes they were dealing 2 damage to start with).
  • You now start the game with a 1-5% critical strike chance.
  • Zaeries no longer sense you through walls.
  • Fixed Archer arrows disappearing when hitting a wall.
  • Fixed Conductor lightning sometimes missing hero.
  • Fixed Conductors being able to see you when you weren’t in line of sight.
  • Fixed hero’s arm looking weird while stunned.
  • Fixed Fire Mage flame ball sometimes being cast after you left the room.
  • Fixed Flamethrower fire ticks not actually doing the damage they were saying they were doing.
  • Fixed Flamethrower flame still showing if you switched weapons while holding the attack button.
  • Fixed Jazza’s fanfare music playing if you had music set as disabled.
  • Fixed Jazza’s swapper orb floating text being too dark and unreadable.
  • Fixed Mr Bigguns sometimes standing still at the start of his fight.
  • Fixed Mr Bigguns’ corpse sometimes sitting in front of Lady Tallowmere.
  • Fixed music and sound effects being too loud when playing speech audio.
  • Fixed treasure chests never spawning in certain event rooms.

Known issues:

  • Archer arms sometimes pose in silly positions.
  • Fire mages sometimes stand still when you re-enter a room.
  • Reaching your current soul limit sometimes causes framerate lag for a second or two, depending on how many objects are around you. I believe this is an audio issue (can cause heaps of gibs to be moved, too many sounds being played at once); will address in a future update.

Come play!

If you would like to test your skill in this unforgiving dungeon, please visit tallowmere.com for purchasing info.

Chris

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