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 post comes a bit early than the expected 2 months - you have the Steam Next Fest event for that! i wanted to roll out a new build to fix a bunch of issues and add some polish where it was needed most before Next Fest came around - which brings up the following: Next Fests are usually entered when a game is close to ready! indeed, we're almost at the finish line- there's only a bit of content missing before entering the final polish stages.
this also is a nice point to announce the price of the game. after much deliberation, i have decided on [b]USD$14.99[/b] or whatever your regional equivalent. i have also gotten many reports of how recently released games tend to be incorrectly priced in many non-US or non-EU countries due to the price not being properly converted and ending up being too high. i will do my best to make sure the pricing is accurate and that no region is priced out. if you feel your region is one of these mentioned, i encourage you to write me and let me know your thoughts on the matter.
until then, have this patch to sate your needs!
[b]Update v0.30:[/b]
[b]General:[/b]
-Added the Bestiary. It is a collection of all the enemies you have slain this far and a bit of lore about them, and can be accessed by clicking on the book button in the menu.
-Added a lot of player speech when dealing with Alchemy Tables and similar interactable objects. The player will properly vocalize when an action yields no results.
-Added a Combat Arts skill for the Bow, Ember Shot.
-Added more named enemy modifiers, such as Reflect Projectiles. Ranged enemies also now have access to Lightning Aura.
-Projectiles such as arrows, wand projectiles and fireballs now use a different collision system, making them more accurate to the player's intention.
-Mammoth Wings now have slightly more HP, damage and accuracy.
-Increase the values of the "Chance to Blind Enemy when struck" modifier across all levels
-Improved inventory click cooldown to prevent items from being double clicked unintentionally. This will get tinkered further with more player feedback.
-Made certain trap rooms more dangerous.
-Added several more Unique items.
-Buffed old Unique items such as Smiter and Munzekonza.
[b]Summons:[/b]
-Changed Summon unit behavior and increased the default attack rate. They should behave a bit better now. Snakes also know how to open doors now.
-Enemies that are detected or detect a summoned unit but not the player will properly react. This also fixes the issue of ranged units sometimes detecting a summoned unit when they shouldn't, such as through walls.
-Summoned units have blood splatter on taking damage.
-Summoned units no longer aggro to targets that are not yet deemed hostile, such as Vedomot.
-Summoned units no longer have incorrect damage resistances when fighting special units such as Vedomot.
-Summoned units no longer disappear when returning to previous levels.
-Fixed issue where summoned units might linger after dying.
-Upgraded some spell descriptions.
[b]Bug fixes:[/b]
-Fixed mousing over a spell in the Hotbar slot sometimes failing to show the description
-Fixed mousing over a Combat Arts in the Hotbar slot sometimes failing to update the name or description
-Fixed Moon Cult Brides hair not reacting properly to elemental damage color changes
-Fixed movement not resuming after casting spells while holding the left mouse button
-Fixed chest mimics not activating if a nearby barrel mimic would activate
-Enemies with a cold modifier are now again unable to be slowed through cold damage
-Fixed minor inconsistencies with slow duration for named or special enemies
-Equipping an amulet with a requirement will no longer play a "Cant equip" sound if you place the item in the backpack
-Cult Apprentices will no longer walk into each other for extended periods of time.
-Fixed issue with shop where the bottom row would sometimes not be used, making the shop spawn less items that it should
-Fixed issue with shop where if the player rolls the shop (either manually or when first entering the level) equipped with the Lashing Claw unique, the weapons in the shop would incorrectly display damage values that take the Lashing Claw's damage bonus into account.
-Fixed error where the Blind visuals would sometimes stay on dead enemies.
-Items that can Blind enemies now properly check if the enemy is capable of being blinded.
-Fixed incorrect "cursor shadow" when placing items in inventory
-Fixed rare error when spawning an Unseen enemy in sight of the player, which would cause the Unseen to be untargettable.
-Fixed Levelup SFX not playing fully sometimes.
-Fixed bug where upgrading a Flaming Skull to a Named Flaming Skull through ingame means would sometimes break the enemy.
as always, please let me know if there is any bug that i missed! until next time, friends.
-osur