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 and well met friends!
this update took a lot of time, but it has finally arrived. many things were added - more than i expected! but nevertheless there is still work to be done. until then, please enjoy the update.
let's go over the changes visible in the Demo version of the game. as always, there's a lot of other things happening under the hood, but these are all the changes that will affect the demo.
[b]Major Changes:[/b]
-You can now choose between the two protagonists: Athanasi and Kira.
-Both protagonists have alternate models depending on the clothes/armor they wear. the demo contains 3 outfits: [i]Cloth[/i],[i] Leather[/i], and [i]Robes[/i]. There is a chance to obtain the much rarer 4th outfit, the [i]Plate Armor[/i] visual, through some rare and secret means.... maybe you might get lucky at the Shopkeeper?
-Both protagonists have distinct voices and have more responses to what they might encounter in the Dungeon
-Slowly rolling out more enemy model improvements, starting with the Giant Flies enemy type.
-Various balance changes regarding Bows and Two-handed Weapons. They should feel more on par with One-handed weapons
-Various SFX improvements across the board
-Added experimental On-Hit Stagger animation for the player when taking damage, which interrupts attacking and movement. The fate of this mechanic is undecided - I'll monitor the reception of players and tweak it as I see fit
-Items dropped in the dungeon remain there forever.
-Replaced Bug-Report UI button with "Toggle Enemy Outlines"
[b]Misc Changes:[/b]
-Balance changes in items, especially with Wands, Bows, Two Handed Axes, and Cloth Armors
-Added several new Unique Items with their own mechanics
-Added several new rooms
-Added more perils to the dungeon, including trapped chests and trapped rooms. Also changed certain rooms to favor enemies more than the player
-Added more positive shrine effects to encourage players using them.
-Greatly Improved landing position of dropped items.
-Added multiple minimap icons for objects
-Changed pathfinding logic to try and pick intended destinations a bit better than before
[b]Bug Fixes:[/b]
-Fixed loaded game sometimes not keeping visual track of Cauldron Heal uses
-Fixed issue with Vedomot's Lever object sometimes not appearing when loading a game
-Fixed multiple visual issues with the Save Game UI popup
-Fixed several issues with enemy outlines and enemy mouse over effect not working under rare circumstances
-Fixed movement bug caused by trying to drop a weapon on a swap when the inventory is full and the player has Right Click to Equip/Drop enabled
-Fixed rare bug of duplicating Bookshelves
-Fixed Alchemickal table not working on Halls of Pain if the player loaded a save of the level
-Fixed certain instances of pacifism from the Bloodsoaked Guard or Faceless that entered the Fear state
-Fixed Named Enemy color mismatch for Skeleton Archers
for now that will be all. i leave you with some more concept art of an enemy that the players will meet several hours into the story , the War-Mother. they usually have a big entourage of friends that benefit from the auras they provide. watch out, they're threatening foes!
[img]{STEAM_CLAN_IMAGE}/43789410/23618bb72758ad7ac3ba5a8e409dacbe0ca49c8c.png[/img]