1. Tower of Kalemonvo
  2. News

Tower of Kalemonvo News

ToK Roadmap for 2025!

[p]greetings adventurers! i hope you're enjoying the summertime.[/p][p][/p][p]as you may be aware from twitter/discord/etc. , a new major update is in the works. [/p][p]this update will feature:[/p][p][/p][p]-NewGame+ mode[/p][p]-brand new enemies[/p][p]-new spells (including a new summoning spell)[/p][p]-new items[/p][p]-WASD-based character movement controls (WASD to move)[/p][p]-new special rooms / encounters[/p][p]-balance changes[/p][p]-Japanese/Polish localization[/p][p]-bugfixes[/p][p]-more...
[/p][p][/p][p]i'm presently hard at work on this update. i don't have a release date in mind just yet, so more details will be revealed once the update is closer to done - i just wanted to make a post detailing that development has continued and will continue until i am satisfied.[/p][p][/p][p]since i don't intend on doing things such as 'seasons', online-events or paid DLCs, you rest assured that any new content will be available for free as regular updates to the base game.[/p][p][/p][p]that's all for now![/p][p][/p][p]as always, please don't hesitate to write to me! i love reading your feedback and have read all posts in the steam discussion boards. [/p][p]should you want to reach out to me directly, you can find me on the game's discord here or on x.com at @kalemonvo, or by mail at [email protected][/p][p][/p][p]until next time![/p][p][/p][p]
[/p][p][/p][p][/p][p][/p]

ToK v1.2a

greetings adventurers
we're back again on this exciting day, for it is patch day!

i've been hard at work cleaning things up, and this will hopefully amount to a better and more fun experience for you all. there's still stuff to do, but that's for the future.
for now, please enjoy this update!

so:

ToK v1.2a:

General:

-All spells can be upgraded to level 7 now

-Many spells had slight adjustment to their manacost and requirements in order to create a smoother level-up curve. This usually meant -/+1 Manacost or -/+ 1 Intelligence to read

-Freezing Strikes spell duration is now always 60 seconds

-Fireshield spell Manacost increased and duration decreased for all levels

-Shocking Discharge DMG increased for all levels

-When in fullscreen: if you pause the game, the mouse cursor will not be locked to the game window

-Two more beneficial Obelisk effects have been added added

-The game now "supports" 5540px wide resolutions. I don't recommend it, but you could play the game in this way if you wanted

-Added a "Smaller UI" toggle in the Game Options (required if you want to play on Ultrawide). It makes the ingame UI (Hotbar and Inventory, etc.) smaller

-Added a "Force Walk" hotkey, bound to Left CTRL by default (if you have something bound to that already, your hotkeys will be reset). Holding Left CTRL as you walk will make the player character ignore any interactables. This is useful if you are using a bow, as you will walk to your target instead of stopping to shoot at it.

-Changed a lot of stuff for level generation. This should hopefully resolve all crashes on level generation due to your OS being upset at a spike in CPU usage when the dungeon is finalizing.

-Potion drop rate changes. Slightly more HP potions in the early game. However, the later you go in the game, the fewer of them you'll see. This won't kick in until the Upper Halls, at which point their droprate will slowly shrink down. You'll still have more than enough to beat the game with, but now you wont have enough spare potions to fill a shipping container with. As always, this sort of balancing is something that is likely to be changed based on player feedback, so let me know if the game is being too stingy.

-Improved Final Boss behavior in melee, as strikes on him would sometimes miss due to incorrect distance calculations

-Changed Summon Death Particles

-Barrels can now decide to randomly spawn a bunch of harmless bugs upon destruction.

-Crossbow items now use the proper model when dropped to the ground

-Buffed various Unique Items

-Can now re-issue the Final Blow and Multistrike Combat Arts if you are in the process of walking towards the previously selected target




Golden Goblin:

-Ignore Evasion is now obtainable through the Goblin

-Fixed rare spell issue where the Goblin would assign invalid Spells to an item

-Fixed +All Stats sometimes not working on a Goblin item



Bug Fixes:

-Fixed error in optimization which would not turn off some lights at proper times. The game should perform slightly better at all times on lower-end PCs.

-Fixed an error when leveling up Manashield which would provide incorrect spell values

-Wand of Infection now properly causes the player to drop items that no longer meet the requirements due the the -Constitution modifier of the Wand.

-The Wounded character on Blood Coven Landing 2 will no longer block items from being picked up if the item drops on them

-Fixed Multistrike breaking if you cast it on a moving target and the target becomes out of range

-Fixed various pathfinding hiccups

-Fixed Cult Mages in Aibek's room sometimes walking in place out of fear

-Various Blood Coven Arena Room fixes with teleportation and saves

-Fixed issue where changing levels would increment the counter for Summoned Units created

-Fixed Final Blow visuals being weird on Two Handed Swords

-Fixed Aura from a certain Blood Coven enemy permanently leaving some Summons blue

-Fixed Enchanter's Lifeblood being usable multiple times due to an item generation error

-Fixed being able to generate free items by opening a chest, then loading a game before the items were created

-Fixed Venus Demons being able to charge through Barrels

-Added more file integrity checkers to prevent cases where a corrupted save is considered valid by the game

-Fixed various issues with Unconscious Knight where his state would incorrectly be loaded if you save after helping him

-Fixed Character Name not updating between saves in the Stats page

-Fixed +% Armor and +% Dodge items sometimes displaying an incorrect percentage amount



as always, please report any errors or share your thoughts!

Update v1.1h2

ahoy!
fixed a few more bugs that i didn't want to sit on. unless anything else crops up, i will begin focusing on doing some larger sweeping changes to map generation and balance.
so:


Content:

-"Give 'X' Mana for every 10 Hits taken" is now changed to "Give 'X' Mana for every 5 Hits taken". The mana values were also increased. Getting this item modifier from the Golden Goblin will also guarantee 2 Mana or more. This effect is applied retroactively through your saves - if you drop the item, the description will update to reflect this change.

-+Armor% and +Dodge% modifiers on items are increased across the board. Goblin modifiers are also increased even further.

-Conqueror Eithne Frostfire will now drop twice the amount of items as before.

-Changed some Golden Goblin logic. If the Goblin does not detect any patterns in the type of items you fed it, it will output the third given item. The Goblin will otherwise try and find any pattern it can based on the item type, as it did before. The Goblin will also try and match the Elemental Damage types present in your items. Previously it has a great preference to outputting Hallowed Damage modifiers instead of other damage types.

-Padded Shirt items changed from item-level 1 to item-level 2, increasing the values of the modifiers they can receive.


-Buffed a few Unique Items, namely Skinned Visage and Incarne's Magnet


Bug fixes

-Fixed issue with Right-Click to Equip deleting an item if you attempt to equip the item into a locked slot.

-Fixed rare Dungeon generation issue



thank you for reading!
as always, more to come!

as always, feel free to voice your thoughts and tell me your experiences!
you can reach me here on steam, through email at [email protected], and through the game's Discord server here

best
-osur

Update v1.1h1

ahoy!
here's an actual balance patch for once! there's bugfixes a plenty, but i also took some time and made some tweaks to the early levels in order to slightly ease new players in. that and some slight improvements to melee!

so:


Content:

-Added a new UI button that lets you teleport to the entrance of the level.
The rules for unlocking this button are the same as teleporting to exit. This means that you'll be able to teleport to both entrance/exit as soon as you discover the exit. This also means that certain areas (Bloodguard fight, Aibek's room, the Blood Coven Arena, etc) have the same effect - meaning you can't teleport out of those encounters.

-Tweaked the Armor damage reduction/amplification formula a bit to be more lenient when the player has low (or no) Armor stat. This means in the very earlygame, the enemies wont hit as hard. They still hurt, though!

-Changed the Potion drop formula a bit more to be more forgiving in the early game. In addition, Named enemies will spawn more potions on death in the early floors of the Tower.

-The Faceless and Mammoth Wings got slightly nerfed. The Faceless will be slightly easier to hit, and have less accuracy themselves. The Mammoth Wing will deal slightly less damage.

-Vedomot's Sword 'Lashing Claw' now only resets its damage on a missed attack, or if you attack using another weapon. If you switch attacks and don't attack, the damage will remain. As before, this damage persists through saves.

-Lashing Claw max bonus damage is now 50

-Slight changes to 'The Top' floor in an effort to improve FPS and reduce crashes.


Bug fixes

-Fixed a bunch of Arena bugs such as: enemies being invulnerable, being unable to teleport out of the arena, being unable to teleport on the floor if the arena isn't complete, being stuck in the arena despite completing the requirements needed to leave, etc.

-Fixed minor UI issues with the save file delete buttons

-Fixed incorrect collider on certain doors in the early game

-Fixed Firetrap causing FPS drops if you cast a lot of them on the same position

-Fixed rare issue with swapping items in the inventory causing an item to be placed at an invalid position



thank you for reading!
there will be more balance patches after i review the player feedback on this patch. if melee felt too hard for you before, try it now and report back!

as always, feel free to voice your thoughts and tell me your experiences!
you can reach me here on steam, through email at [email protected], and through the game's Discord server here

best
-osur

Update v1.1f

ahoy!
as before, here are some bugfixes and minor changes collected since the last version.


so:


Content:

-Changed how quicksaves work. The game will from now on generate a maximum of 10 quicksave slots, and the 11th one will replace the 1st.

-Secret level will spawn much more often.

-Slightly tweaked potion droprates in an effort to prevent situations where a run can have very few potions, while in another you're swimming in them. Potion droprates and drop RNG will continue to receive slight changes over time.

-Slightly reduced max Lifesteal and Manasteal % that can spawn on items. Your current items wont be affected.

-Paladin Camp 'event' will no longer destroy all the items left on the ground before the 'event'.

-Slightly buffed Ember Shot Combat Art. Damage increased by 2 and manacost reduced by 1.

-Slightly nerfed Piercing Shot Combat Art. Manacost increased by 1 and requirements increased by 2.

-Changed Bestiary UI to highlight the name of the selected enemy

-Final boss now deals extra damage to summons


Bug fixes

-Fixed 'Secret Level' text on the final screen not being accurate to whether the Secret Level spawned

-Fixed dungeons sometimes spawning a door leading nowhere

-Fixed error where you could get the reward from Dargan without clearing the Armory

-Fixed a pathing error in Upper Halls

-Fixed an ugly texture in the doorframes of Upper Halls

-Fixed UI issues with key rebinding sometimes not showing the correct key you bound to

-Fixed UI issues with delete save button collider being too big

-Fixed minor UI issues with save texts

-Fixed being able to play the Idle animation when dying under specific circumstances

-Fixed final boss sometimes freaking out if he attempts to stun a summon

-Fixed death screen sometimes staying after respawning

-Fixed issue where you could incorrectly equip an offhand item, at which point the item will detect it shouldn't be worn, causing unusual behavior and item deletions

-Fixed issue with assigning invalid spells to a Golden Goblin item


i have begun doing a more complete balance update, and it will be released once ready. stay tuned!

thank you for reading! as always, feel free to voice your thoughts and tell me your experiences!
you can reach me here on steam, through email at [email protected], and through the game's Discord server here

best
-osur