Update v0.28a

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 and well met, friends today i have for you a small patch, consisting mostly of minor features and balance improvements. there's also some leftover things that didn't quite make it into the last version. without any further ado: [b]Update v0.28a:[/b] [b]General:[/b] -Reduced turn rating and acceleration when performing turns. This is to make kiting slightly harder. It's still easy to kite enemies, but you now need to be more mindful of your speed. -Extended the attack range of certain big enemies like the Mauler -Skeleton enemies now completely finish their attack animations even when the player is far away. This makes them slightly easier to deal with -Increased the attack speed of bows slightly, but also increased the accuracy penalty for projectiles the longer they travel. -Summons are now properly saved both on level transitions and when loading the game. -Added new animations for using the spear alongside a new spear model -Arrows are now more visible in darkness. -Footsteps now make different sounds depending on the type of floor you walk on. -Health and Mana UI orb now have more accurate mouse detection that fit their shape. -Nerfed Wand and Fetish Idol droprate slightly -Staffs can now roll Elemental Damage modifiers and will do so more often than regular weapons -Quickswitching to the equipment held on your back now operates using a queue system. If you issue the switch command during a point in time where you cannot switch, the action will complete at the nearest possible time. -Quickswitching will properly reapply pre-selected actions. If you switch from a melee weapon to a ranged weapon with a target selected (for example, you clicked to attack a distant enemy while holding a melee weapon, then switched to a bow), you will issue an attack command as expected. Previously, you would walk to the target since the game still behaved as if you had a melee weapon. [b]Bugfixes:[/b] -Fixed issues with pathing over long distances where pathing would sometimes fumble and not choose the shortest route possible. -Adrenaline is now properly handled on saving and loading -Fixed attacking while standing still sometimes incorrectly removing the Lashing Claw Unique Scimitar modifier. -Fixed Broken Portal props which would sometimes block movement pathing -Fixed issued with certain lights staying on when they shouldn't. -Fixed some issues with enemy aura effects in loaded games not properly applying. that's all for now! should you find any issues, please report them to me until next time! -osur