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Tower of Kalemonvo News

ToK v1.3 is live!

[p]greetings and well met, friends![/p][p]after a week in the beta branch, the update received several hotfixes and is now available for everyone to play![/p][p]perfect timing, as the game will be going on sale due to taking part in the Serbian Games Week event ( poz, momci :-] ), as well as the No Time to Loot event! the sale begins today and will last for a few days, so if you're waiting for a sign to buy ToK, here it is![/p][p][/p][h3]Update v1.3 (Highlights)[/h3]
  • [p]New Game +[/p]
  • [p]WASD movement[/p]
  • [p]Japanese Localization[/p]
  • [p]New spells items, enemies, rooms, secrets and MORE![/p]
[p]if you've missed the previous update, you can find the full patch notes for that here[/p][p]besides everything listed there, this update will contain the following additional changes:[/p][p][/p][p]Update v1.3d[/p][p][/p][p]-Fixed issue with Golden Goblin braziers remaining lit after loading a save where the Goblin wasn't used.[/p][p]-Buffed the +Armor/Dodge given by The Knuckleduster unique ring[/p][p]-Increased chance of the new Lower Dungeons 1 room spawning[/p][p]-Fixed several issues with the spawning and saving of the new Lower Dungeons 1 room[/p][p]-Fixed Athanasi's weapons being a misaligned when walking [/p][p]-Fixed some minor Bestiary issues[/p][p]-Added new sounds [/p][p]-Added 5 achievements[/p][p][/p][p]and that's it for now![/p][p]i hope you have fun with the update! do let me know if you encounter any bugs or errors, and let me know if you have any thoughts or feedback![/p][p][/p][p]all the best[/p][p]-osur[/p]

ToK Update v1.3 (Beta) !

[p]well met, friends! our favorite day has returned - it is patch day once more![/p][p][/p][p][/p][p][/p][p]this time, it'll be slightly different, as we've got a big patch on our hands. so big, in fact, that i think the best move is to release it on a separate testing branch first before putting it out to the public. you can consider this to be a beta test of sorts! i will explain how to access this build at the bottom of this page.[/p][p][/p][p]the highlight of the update is the fabled NewGame+ mode! [/p][p]beating the game now unlocks NewGame+ mode! upon reaching the end screen, you will be prompted to continue onwards for another run through the Tower. in this mode, you will keep your items and stats and spawn at the bottom of the Tower once more. there will be new items and new enemies to face, as well as the older enemies receiving increased strength and health to match yours! [/p][p]NewGame+ is HARD, and therefore not every build can reach the end reliably. you must use everything at your disposal if you hope to reach the top.[/p][p]the best way to approach it is to imagine me, the developer, throwing the metaphorical gauntlet down, claiming that you, the player, will not beat it because it's too hard. good luck![/p][p][/p][p][/p][p][/p][p]Update v1.3[/p][p][/p][p]Added Content:[/p][p][/p][p]-Added first implementation of WASD movement. The movement keys are unbound by default.[/p][p]-Added NewGame+[/p][p]-A new summoning spell is added - Forbidden Djinn Ritual, which requires an item to be sacrificed to summon a powerful ally, whose strength will depend on the fed item![/p][p]-You can now give your Health Potions to your summons[/p][p]-Summoned units have more things to say when speaking[/p][p]-A new secret spell has been added, which requires an enemy to be vanquished to gain access to it.[/p][p]-Increased max level of all spells to Level 8 to allow spellcasters to face NewGame+ fairly. [/p][p]-Added Japanese Localization[/p][p]-Added some Menacing Obelisk effects, including a few which are tied to certain levels or rooms[/p][p]-Added many Unique items, both for the normal game and for NG+[/p][p]-Added a few new Item modifiers to the normal item modifier list: No Requirements, Lower Mana of Spells and Attacks Cleave[/p][p]-Added several rooms to Lower Dungeons 1, Lower Dungeons 2, Upper Halls, Skeleton Pit and Breeding Grounds 1[/p][p]-Added a few more trap rooms to certain levels[/p][p]-Added two secret enemies. See if you run into them...[/p][p][/p][p][/p][p]Gameplay Improvements:[/p][p][/p][p]-You can now have multiple Ironman runs active at the same time. Previously, starting a new ironman playthough would overwrite all other ironman saves. Now you can have as many as you want.[/p][p]-Improved several of Athanasi's animations[/p][p]-The Poison Wand projectile received new visuals, as well as the Spitter's 'spit' projectile[/p][p]-Skeleton Golems have more Taking Damage animations[/p][p]-Some spell icons were improved, such as Blinding Gas, Unstable Pressure Orb and Freezing Strikes[/p][p]-Items can roll 3 modifiers by default in the NewGame+ starting from the Halls of Pain and onwards[/p][p]-The 'Endless Loop' room in the Blood Coven's Landing 1 will be made to spawn much more often, but only one is allowed to ever spawn.[/p][p]-Slightly nerfed the difficulty in Lower Dungeons 2 and the Halls of Pain, to bring the difficulty curve to a more linear path instead of having two hard-stops for most players. Some rooms were made easier, and the strength of the enemies on these floors was slightly lowered.[/p][p]-Many spells got buffed, including: Ice Wave, Ice Circle, Combustion, Fire Wall, Fireball, Poison Circle, Annihilation and Shocking Discharge[/p][p]-Buffed several unique items, including Fatebinders, The Revenge and Gakmarok's Sacrificial Stone[/p][p]-Changed the Mask of Kus-Mass to either give 2Hp or 1 Armor, instead of giving both 1Hp and 1Armor per use. Full HP+MP Potions also work for the Mask effect now. If you have a save with the Mask, the stats will not change, but the effect will be switched over to this newer one.[/p][p]-Summoned Units no longer disappear when returning to the Paladin Camp after a certain event has been activated.[/p][p]-Nerfed the Skullcrusher weapon-type slightly by reducing their max damage rolls[/p][p]-You can no longer roll the same Menacing Obelisk effect twice in a row[/p][p][/p][p]Bug Fixes:[/p][p][/p][p]-Fixed Shield Bash's collider sometimes staying on if you take damage (and play the Taking Damage animation) right as you cast Shield Bash[/p][p]-Fixed being able to lock-up movement by interrupting the Slam Combat Arts by holding both Left and Right Mouse clicks as the Slam animation begins[/p][p]-Freezing Strikes no longer lasts forever[/p][p]-Fixed error where a specific sequence of actions when saving a game would undo the name of your last saved file instead of the currently selected save file[/p][p]-Fixed multiple rooms in the Spire and in the Halls of Pain occluding themselves within the vision of the player[/p][p]-Fixed certain chests in The Top not being removed when reloading a previous save[/p][p]-Fixed Devastators being a lower itemLevel than intended, leading to less powerful item modifiers[/p][p]-Fixed issue where Golden Goblin items sometimes did not keep their name through saves[/p][p]-Fixed the Healing Spell costing 10 mana if you had Marni's Ring equipped[/p][p]-Fixed spells being colored red in the Spell Slot on the UI when the player had Marni's Ring equipped and over 10 mana, but less mana than the original manacost of the spell[/p][p]-Fixed error where some Doors would remain transparent[/p][p]-Fixed error where enemies you don't see couldn't open doors properly[/p][p]-Fixed the 'Snake Coat' 3D model not changing colors when worn by Kira[/p][p]-Fixed the 'Stutter-step' enemies would do at the end of the Balcony cutscene[/p][p]-Fixed area in the Lost Corridor's trap room where the player thought they could walk through[/p][p]-Fixed issues with certain Arches staying visible when they shouldn't[/p][p]-The 50% Potion Effectiveness Item effect will properly carry through saves[/p][p]-Fixed error where certain enemies would aggro to summons from a great distance[/p][p]-Fixed error where a rare sequence of events would lead to an enemy (mostly Goats) not being outlined despite the outlines being set to Always[/p][p]-Fixed issue where the Player would sometimes not properly load the Ironblood Poison Resist effect when loading a saved game which has the effect[/p][p]-Fixed Burning Spirits sometimes not properly playing their Taking Damage sounds[/p][p]-Fixed Tombs blocking item pickup[/p][p]-Fixed Skeleton Golems stopping their attack patterns if they are retargetting to a summon after finishing an attack[/p][p]-Fixed Acidfangs in Breeding Grounds 2 still being called Spitters[/p][p]-Fixed the Barrel trap rooms not being properly reset on reload under certain conditions[/p][p]-Fixed some enemies being able to easily attack players through doors[/p][p]-Fixed error where the Blood Coven doors would block vision even when opened[/p][p]-Fixed some issues with the Endless room in Blood Coven Landing 1[/p][p]-Fixed Ice Wave being unable to damage the Portals in the Arena fight in the Blood Coven Landing 2.[/p][p]-Fixed a spot in the BCL2 Arena fight which would prevent portals from working if the player saved and loaded at that position[/p][p]-Fixed Portals in the BCL2 Arena fight sometimes not making a proper explosion sound when destroyed[/p][p]-Fixed certain spells having incorrect values if you were to lose a level in them, such as Slow and Shocking Discharge[/p][p]-Fixed the Holy Rend soundeffect still playing after loading a game[/p][p]-Fixed the Treasure Seeker's Protector not having Dodge/Armor values shown on mouseover[/p][p]-Fixed Manticore's item drop position being far away from the enemy's center[/p][p]-Fixed issue with the Kill Tracker sometimes being wonky when loading very old saves[/p][p]-Fixed issue in trap-rooms that could cause enemies to be spawned outside the boundary of the room[/p][p][/p][p]Miscellaneous:[/p][p][/p][p]-Golden Goblin items now have a yellow background[/p][p]-Taking Damage will no longer interrupt Multistrike[/p][p]-Holding the Hold-Position key will behave properly when using Multistrike instead of Multistrike overriding the Hold-Position action[/p][p]-You can no longer weapon-switch while attacking with a Wand.[/p][p]-Loading a Save is now faster[/p][p]-Improved loading time/speed on the Halls of Pain[/p][p]-Summons will now properly open doors in the Blood Coven levels[/p][p]-Roaches will now properly move in the Blood Coven Landing 2 level[/p][p]-You can have actions that are unassigned with no corresponding keybinds[/p][p]-Items should stack up on each other less often, and loot explosions are more optimized.[/p][p]-Several item icons were improved and had their mipmaps enabled, such as the Horned Helmet and some rings[/p][p]-Fixed certain props changing to fit the dungeon theme after the player already began playing[/p][p]-Fixed a few localization issues where the localized text would be too big to fit in the text area[/p][p]-Fixed some collision issues in the Paladin Camp[/p][p]-Blood Coven doors' audio range and volume have been lowered[/p][p]-Changed a Potion Icon to avoid confusion[/p][p]-Some items will no longer roll the Dark Blue color scheme to allow for more visibility of the item art[/p][p]-Reduced wall 'pop-in' when loading games[/p][p]-Set proper sounds for several unique items[/p][p]-The Infestor Phasmid's debuff will properly highlight which stat it is reducing when active[/p][p]-Fixed many combinations of item modifiers which would lead to "Item of X of Y" instead of "X Item of Y"[/p][p]-Improved some Item modifier names, such as 'Guided' being used for both +Dmg and +Attack Rating[/p][p]-Added another Brazier type to the Skeleton Pit[/p][p]-Slugmen enemy type is now slightly louder[/p][p]-Kira's position in the Paladin Camp is moved to be more visible[/p][p]-Changed the model rotation speed in the Bestiary to no longer be tied to CPU speed[/p][p]-Ice Wave soundeffects are slightly louder[/p][p]-Adding spells to the Spell Wheel through the hotkeys will now play the proper sound[/p][p]-Fixed some typos in the Bestiary[/p][p]-Five achievements will be added shortly[/p][p][/p][p][/p][p][/p][p]so, that's all the new stuff! how exciting. [/p][p]as mentioned previously, this build will not be live on the default version of the game for a few days, as i make sure everything works as it should.[/p][p]it is however available to play right now![/p][p]simply look for it in the Betas tab of the game's properties[/p][p][/p][p]you can find this menu pop up by right clicking the game (not the demo), and selecting properties[/p][p]it'll be available like this until the following weekend, at which point i will make it available by default, after ive dealt with any snags. please keep in mind that achievements are disabled on this build by default! [/p][p][/p][p]just in case, dear reader, i encourage you to back up your saves! especially if you have a Despair+Ironman save you're waiting to take into NG+! while your saves will most likely be fine, it pays to be safe than to be sorry! [/p][p][/p][p]and that's it for now! i hope you will like this update! i had plenty of fun making it. now to see what i should do next..[/p][p][/p][p]all the best,[/p][p]-osur[/p]

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