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!
greeting and well met, friends.
we have arrived in the much sought-for year 2024! i hope it will be a good year for games, gamers and gamedevs.
today, i am proud to release another patch for the Tower of Kalemonvo Demo. this patch includes many bugfixes and balance changes, as well as some nice fancy new things. let's go over them!
[b]Major Changes:[/b]
-New Main Menu, with a new music track to accompany it
-New Models for Skeletons and Maulers (and their variants)
-Many new item sprites
[b]UI:[/b]
-HP and Mana orbs become brighter as they deplete to help readability
-Pressing Escape while the Spell Wheel is open will now close it, like with all other UI elements
-Removed the delay/stutter upon opening Save/Load menus if you had many (10+) saves
-Added keybinds for Quicksave and toggling enemy outlines
[b]Misc Changes:[/b]
-Buff visuals now fade depending on their remaining duration, meaning you can gauge remaining time based upon the opacity and size of the visuals
-Changed Dungeon Generation to reduce the amount of identical rooms in close proximity
-Being Cold Debuffed now properly slows Player Casting animations. While casting, the player may no longer move.
-Fixed Lashing Claw (Vedomot's Unique Scimitar) sometimes resetting it's bonus damage upon destroying barrels
-Added several new unique items and a new item variant
-Improved overall performance slightly. Should be a 10-20 FPS increase across the board.
-Improved sound effects for some spells
-The Rally Point will now only heal you once -it functions identically to a fountain.
[b]Balance:[/b]
-All ranged weapons now base their attack speed on the player's Agility Stat. It takes 30 agility to return to the previous default values. There is no Agility limit, and the attack speed can easily exceed twice the previous speed if given enough stat points.
-Increased restore amount from all potions
-Changed the way Skeleton Captains are spawned. Previously they had priority over Named enemy spawns, which would reduce Named Skeleton greatly. Now they will only spawn after failing to spawn a Named enemy
-Added a new Skeleton Captain variant: the Axeman
-Added Skeleton Captains and Axemen to Lower Dungeons 1
-Increased Skeleton navmesh obstacle sizes again, which is the size they take up when calculating pathing.
-Added more chokepoints to the Halls of Pain
-Added a Alchemickal Table to the Halls of Pain
-Improved lighting in the Halls of Pain when casting many spells or projectiles with light sources
[b]Bugfixes:[/b]
-Fixed Lightning aura messing up enemy attack speeds under rare conditions
-Fixed a slot in the Shop being incorrectly numbered, leading to a potential overlap of items
-Fixed Skullcounter in shops incorrectly showing your skull value after purchase
-Fixed dropped Silver Skulls losing their outline visuals
-Fixed objects not losing their outlines in rare cases
-Fixed the Magic Staff not behaving properly when thrown as part of the Hurl Weapon Combat Art
-Fixed Teleport To Exit sometimes not working after dying to the Bloodsoaked Guard then starting a new game
-Fixed Phantomize not dodging projectiles
-Fixed height inconsistency with some rooms in Lower Dungeons 2
-Fixed some transparency overlap issues with plant circle props and some spell effects
-Fixed issues with displaying manacost as 0 with some spells (Icefloor and Ice Circle)
-Fixed Faceless enemy types being incapable of receiving aura buffs
-Fixed loading a save sometimes not displaying the stowed back weapon
-Fixed Named Enemies sometimes incorrectly taking other enemies as their underlings instead of only the enemies it spawned with.
-Fixed several issues with the item locking mechanism that would cause inconsistencies in equipped items or allow item duplication.
[b]What's next?[/b]
currently i am working on new content. the demo consists of 5 levels, while the internal testing build has 14, which another several in the works.
another priority is changing the player model to allow visible armor and capes. there are also a few new models that need to have their animations finished. this should be ready by the next version, which i am currently planning for February.
here's a sneak peak of a redesign!
[img]{STEAM_CLAN_IMAGE}/43789410/5b48bc4a8abcc5bfcd4a6f72be45027f7703c6da.png[/img]
and lastly, have a listen at another music track you can find in the UPPER HALLS level, the first post-demo level.
[previewyoutube=lMvoQ8I6fSg;full][/previewyoutube]
i wish you all happy holidays! as always, please let me know if you have any thoughts, suggestions or bug reports.
all the best
-osur