Cunning Hotfix Collection [v0.23]

Tower of Kalemonvo

Crawl to the top of the TOWER OF KALEMONVO, a hardcore isometric ARPG with randomly generated levels meant for fans of slower paced action games. Fight cultists and monsters, scavenge for magical loot, learn powerful spells and fully customize your stats and skills!

Greetings! The bulk of this update actually came earlier this month ([i]Sept 14th[/i]) over on itch. A few updates that have come since then will also be rolled into this post! I wanted there to be a record of it on the Steam page as I work to expand my presence here - and new updates will all be posted here moving forward! This update some hotfixes and minor improvements based on the feedback from DD52 and others. hopefully I'll have a big build soon, but until then this should fix most issues. [h3]ADDED[/h3] [list] [*] Combat Arts now function like Spells, and can be added to the Hot Bar Slot where only Spells used to go. [*] Added Blocked state to enemies. Enemies that can't reach the player will move to the closest available position and wait until a path is opened up. [*] You can finally right click to drink potions from the inventory. [i]This one's for you, PATdev[/i] [*] Changing keys in game will update hotkey text. And on the Help page, shortcuts will use currently bound keys instead of default keys [*] Added a new item rarity type, "semirares". Semirares will include Wands, Staffs (Staves?) and Fetish Idols, which were previously considered rare alongside Rings and Amulets. Semirares will drop more often than rares, while rares will drop slightly less often. This is to address the cases of somebody wanting to do a wand build, but just never getting wand drops due to the low droprate. I'll experiment with this and tweak it over time. [*] Added the "end of game" screen at the demo-checkpoint [/list] [h3]UPDATED[/h3] [list] [*] Door width changed. Doors are now slimmer, and enemies can be funneled through them. 2-3 enemies can fit in a door, and the rest will enter a Blocked state [*] Slightly improved door highlight visuals for when the mouse-over part of the door is obstructed by a wall. It will now be properly highlighted. [*] Defense is renamed to Dodge. [*] Changed the way terrain works. This will allow for more lightsources, but it comes at a slight loading time cost on entering new levels. This is very much subject to change, adn can be reverted if the loading times prove too long. [*] Added light source to fireball spell projectiles. [*] Improved two-handed attack animation [*] Evasion now has a visual effect and a sound effect. Normal miss on an enemy with evasion will trigger the evasion visuals [*] Slight UI improvements, including new sliders and small hotbar changes, like being able to click the spell slot to open the spell book [*] Changed the '% to get Mana on hit' modifier to 'Get X Mana every 10th hit' [*] Added an "OK" button to NPCs to end the current dialog [*] Minimap improved to make the player and doors more easily readable [*] New Mimic SFX [/list] [h3]FIXED[/h3] [list] [*] Fixed hotkey text on UI to show symbols (such as =) instead of writing out the symbol( such as "equal sign") [*] Fixed bug with gloves not dropping off the equipment slot if the requirements for wearing them are no longer met [*] Fixed Thrown Weapons always having 0 accuracy [*] Fixed several issues with the Knightslayer weapon [*] Fixed Mimic bumping into Barrels making them disappear [*] Fixed +Resistance potions removing twice the resistance value they gave on expiration [*] Fixed issues with the Always On outline [*] Fixed the Fetish Idol resizing under rare scenarios [*] Fixed Flaming Skulls jaws (their death visuals) leaving holes in the navmesh if the player loaded a save on the same level [*] Many animation fixes/improvements [*] Other minor changes [/list] That's all for now. [b]Some big news is coming soon[/b]. Stay tuned for more! As always, feel free to report any issues you come across.