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Tower of Kalemonvo News

Update v1.1d

welcome back! this is just a quick collection of the few changes applied to the game in the last ~24 hours. once all the critical bugs are solved, i'll get on to balance and address some of the more common points.



so:


Content:

-Slightly changed damage calculations dealt to player when they have no (or very low) armor. This means the very start of the game will be a bit less punishing. Will tweak these values as we go.

-Buffed some uniques (Anteh's Mace, Gakmarok Amulet), and fixed Cape of the Necromancer not applying its effects properly

-Slightly more optimization on dungeon generation, most notable for Upper Halls

-Golden Goblin no longer takes Goblin items as input. Goodbye Giga-Goblin gear!



Bug fixes

-Marking will no longer give free potions if you save-load spam in front of him

-Fixed Hurl Weapon being disabled if you interrupt the animation by taking damage right as your character returns to a one-handed animation

-Fixed certain props in Armory blocking items

-Loading between saves will no longer mess up your spells if certain conditions were met

-Fixed screen staying blue If you loaded a different save during the special encounter at the Paladin Camp

-Improved some minor UI issues in the Key Rebinding Menu and Help Menu

-Fixed some issues with the metal bars on the arches

-Fixed some issues with certain props (the bookshelves, some tables, some papyruses) causing FPS drops

-Minor localization fixes



there will most likely be one or two more patches within the next short period, after which i will get down to addressing feedback, tweaking the balance, and implementing a lot of player requests. once that is done, it's on to more content!

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

Update v1.1c

ahoy! i'm back with some more critical fixes. i have another rather large list of fixes to go through, but this was mission critical so i wanted it to reach your hands as soon as possible.

thank you everyone who submitted bugs or provided feedback. i will slowly grind down this bug-backlog, and once that's done i'll start with the big balance changes and content update. just because the game's released doesn't mean i'll stop working on it. i've got many plans and many things to do! stay tuned.

so:

Content:

-Starter sword now has +1 Attack Rating on average

-Manticores will now have a bit more windup when attacking, both with the tail and with the horns

-Changed how the Navigation Mesh is generated. For the few of you who had issues getting to Upper Halls, this should fix it. If not, please let me know.

-In Halls of Pain, the final lever will also lower a wall behind the golden chest, allowing you to loop back to the start room if you so wish.



Bug fixes

-Fixed a few Key Rebinding issues. There's still two more bugs, but they're not that bad so they can wait. Your rebinds should save if they didn't before. If not, please let me know.

-Fixed a few errors with getting stuck or being unable to attack when dealing with Shield Bash or Block. Let me know if you encounter this error again.

-Putting the Tome of Perplexing Secrets in your backslot weapons will no longer make it disappear

-Removed item duplication glitch

-Fixed the Fate Binders unique not increasing the max HP of new summons, and messing with their max HP after loading a save

-Fixed rare item disappearing error where if you cheated your way into having item cross-dependency, the items wont drop (and get deleted) when loading a save

-Fixed mimics becoming immortal when loading a game with active mimics who have you targeted.

-Fixed fake-walls in Lower Dungeons 2

-Fixed being able to shift-click when Phantomized. As a consequence, you can no longer cast a lot of Combat Arts when Phantomized.

-Fixed broken font in CN for ending screen(s)

-Fixed Save-Overwriting not removing the extra metadata file

-Fixed Airshield and Fireshield being stuck or having incorrect timers if you switch between then (or cast them in unusual ways). As a consequence, you can recast Airshield at any time (so it works like Fireshield)

-Fixed some errors with Orb Colors sometimes not returning to red.

i will push out a few more updates to address critical bugs - thank you for your patience!
as always - you can reach me by mail at [email protected], or by the steam community discussion boards. or come say hi in the discord, which is linked on the steam store page.

best
-osur

Update v1.1

ahoy! i hope you are all enjoying your time with the game. it's still very surreal that the game is out, however my work is not done!

a quick update featuring a lot of bugfixes.

- There was a memory leak w/ the shop and some inventory shenanigans. it should be fixed now.

- Fixed issue with the Goblin in the Skeleton Pit causing issues if you saved/loaded a bunch


With these two fixes, I hope that this will be the end for the most commonly reported crashes. If you experience a crash, kindly do let me know. These are my top priority right now.


-Attempted to mitigate the issue with people getting stuck after taking damage. I haven't experienced this issue first hand, but I added a failsafe to make sure you don't get stuck. If you do get stuck after this update, please let me know!

-Fixed some dungeon generation error where you couldn't enter a room if some specific conditions met

-Fixed inability to bind the 8 or 9 keys

-Fixed minor issues with some item descriptions.

-Fixed minor issue where the "you're dead" filter would stay on after starting a new game

-Charging clears your current target, so you will not immediately attack an enemy after charging

More to come, but I deemed the crashing fix too important to keep waiting.

As always, please report any issues you find to me, and feel free to give any suggestions or feedback!

Tower of Kalemonvo is out!

as the title indicates, the game's out
you can totally buy it and play it!
how very exciting

i hope it was worth the wait and i hope you'll have fun with it!
as always please let me know your thoughts, suggestions, feedback and report any bugs you encounter
it's been a pleasure to work on this for these last 5 years and i hope you will enjoy the game as much as i enjoyed making it!

i expect now that i'll have plenty of bugs to fix! it's not even been 12 minutes and already there's two on the list. i'll retreat to the dev mines after a well deserved nap. please hit up either the steam discussions or kalemonvo discord for any bug reports or suggestions you may have.


best wishes and thank you for reading

-osur

[h3]COMING LATER THIS YEAR[/h3]
It's no secret that Tower of Kalemonvo was inspired by the first 2 Diablo titles. If you share that early-Blizzard nostalgia, then you may also want to check out the upcoming Castillon.

https://store.steampowered.com/app/2483570/Castillon/

This strategic base-building + tower defense games pulls inspiration directly from RTS titles like WarCraft 3, as well as the many tower defense custom maps found in that same game. Expect to see influences from the likes of Diablo and DOTA also creep their way into this title!

Be sure to add Castillon to your wishlist so you don't miss out on the upcoming demo, or release in late 2025.
-Graeme (2 Left Thumbs)

Demo Parity Update

greetings
with the game releasing soon, i thought it would be smart to update the demo to the latest version.
this demo is basically 1:1 with the real game, except it will stop at the end of the Halls of Pain. everything else is as it is with the full version.

so, if you were curious about the quality of the game, try out this demo and see if it's something you'll be interested in.

there's too much changed since the last demo update to warrant fully detailed patch notes, so the TL;DR is as follows:


-Added support for Serbian, PT-BR, German, and Simplified Chinese. (if you find any errors with any languages, let me know!)

-Improved item icons, sounds, and UI in various places - namely spellwheel stuff

-Rebalanced shop a bit to give slightly stronger items. Also more likely to have rings/amulets

-You can compare items in the shop

-Changed NPC text-boxes a bit. They should feel better to use now

-Changed potion droprates a bit

-Fixed a ton of bugs with mapgeneration, player movement, player getting stuck casting, etc.

-Books show requirements when on floor

-Added another bow item

-Fixed a bunch of errors with Chain Lightning

-Fixed some errors with potions and how they get picked up if you have a full inventory

-Middle Mouse is rebindable

-Added some options in the menu with regards to Combat Arts

-Fixed movement for summons

-Ton of various fixes and balance changes for almost everything.

that's it!
now i'm off to fix some bugs with serialization. see you in 6 days!