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The Bestiary Update v0.30

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 USD$14.99 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!

Update v0.30:

General:

-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.

Summons:

-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.



Bug fixes:

-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




Update v0.29c

greetings!
this is another quick update to fix some annoyances leftover from before.
also, look! new cover art! i think this one will do the game more justice. thank you to my dear friend 595158825 for making it! his name reflects the amount of times i pestered him on this cover.

anyway, the update:

Update v0.29c:

-Fixed several Spellwheel issues. The requirements for the next level now properly reflect the amount needed - it was previously off by 1. Similarly, if you have a spell slot gained from having a +Intelligence
item, removing the item while having a spell slot in the slot gained from the item will lead to unpredictable consequences.

-Fixed rare edge cases with loading and Spellwheel spell order

-Fixed some rare edge cases with item requirements bypassing.

-Increased Vedomot's Prison Room spawnrate some more.

-Fixed rare case of Vedomot being pushed out of her cell since she could spawn before the dungeon would be ready for her.

-Blocking sound effect volume lowered. Blocking also plays the block sound if you successfully block an attack that would have missed regardless.

-Improved blocking animation for Athanasi.

-Slow manacost increased by 1

-Icefloor duration increased

-Fireball spell projectile speed increased by 15% and requirements to learn and upgrade the spell decreased. It now costs 11 INT to read.

-Changed Bloodsoaked Guard logic. He will not heal himself as often if he is low HP and the player is nearby.

-Added an aura visual for Extra DMG modified Named Enemies, and slightly nerfed the +DMG multiplier for melee enemies.

-Fixed minor issues with Mana shield effect

-Fixed various issues with Bloodlust not properly updating damage on the Stats page

-Added a few new Cape textures

-Added animation for Two Handed Swords. This was included in the Demo patchnotes since it is possible to get one from the Shop in the Halls of Pain, but they don't normally appear in the demo levels.



thanks for reading! let me know if there's any other bug that escaped my wrath.

Update v0.29b

greetings!
this is a quick update to fix some minor issues discovered yesterday

Update v0.29b:

-Fixed movement glitch with doors which would cause players to get stuck in their current animation

-Fixed issue with being able to cheat item requirements

-Fixed issue with being able to break your stats by attempting to swap to your other loadout causing you to lose stats needed to keep equipping slots in the previous loadout, which would incorrectly calculate your current stats.

-Fixed being unable to use the Spellwheel on its own after using ESC to close the Spellbook tab.

-Fixed rare issue of losing a Spellwheel slot that has a spell after losing Intelligence then trying to use the slot's hotkey, causing the slot to break the wheel, rendering it unusable.

-Fixed typo on Bull's Item Modifier

the update is available now!
thank you for playing and reporting bugs. should you find any more, please let me know!

The Cape-ability Update v0.28

greetings and well met, friends

today is a fine day, for it is patch day! and what a fine patch it is. i had plenty of feedback to review thanks to many players deciding to stream or record their gameplay and voice their thoughts, and i must once again express my gratitude to those who have done so and especially those who reached out with bugs to fix and errors to correct.

i will also once again outline the current standing of the game and what remains to be done before the 1.0 release is ready, you can find this brief recap after the patch notes.



alright, here comes the update!
Update v0.29:

General:

-Cape items now no longer have an 11 Intelligence requirement. Your character is smart enough to put on a cape by default.

-Spells behave as Combat Arts in regards to being remembered when switching loadouts. Meaning if you equip a spell, switch to your backslot, equip a Combat Arts, then return to your original loadout, you will auto-equip the first spell. Combat Arts no longer overwrite any spells held in a loadout.

-Added the Holy Rend spell

-Increased starting Mana from 20 to 30.

-Increased Manacost of the Shield Bash Combat Art, but also expanded the reach of the shield.

-Changed how spell animations and spellcasting cooldowns are controlled. Previously, you could not move at any point during the casting animation. This would be a pain if you wanted to cast and quickly move while holding a bulky two hander weapon, as they have long cast times. You will now be able to cast, and begin movement as soon as the spell is cast, ignoring the end of the animation as it resets to an Idle state. However, the spell cooldown will remain the same, meaning you can't move to reset your spellcasting cooldown. Simply put, you shouldn't notice a difference if you stand still and cast several spells back to back but kiting an enemy will feel better.

-Changed how enemy chance to hit is calculated. Having higher dodge values will have less effect.Y ou most likely won't notice much difference in the demo version of the game, as this was more of a fix for the later stages of the game.

-Added more trap rooms. Every randomly generated floor in the game now has at least one trap room.

-Added more item modifiers, such as Reduce Ranged Damage %, Double Potion Effect, +Armor/Dodge on Rings, and some more rare ones for you to find. Some modifiers, like Manasteal, Mana on Kill, Wand Projectile Multishots, and others have been rebalanced to no longer drop on the first floor under normal circumstances. However, rarer modifiers will drop more often.

-Changed item drop rate mechanics. An item can no longer be spawned consecutively, meaning you cannot open a chest to find 2 swords.

-Reduced chance for an dropped item to be two tiers lower than the current level.

-Added a new enemy in a section of the Halls of Pain. They have temporary VFX, but they pack a punch!

-Balanced the Shop system further. The amount of items that are two tiers above the current item tier has been reduced, and the item level of items is reduced from +2 to +1, with a 25% chance to roll +2.

-Greatly increased the chance for unique items to spawn in general with a further increase when looting Rare Chests.

-Buffed old Unique items such as the Wand of Infection and Sir Sterling Swift's Splitter to be more in line with the latest ones.

-Buffed Fetish Idols and Two-Handed Staves slightly.

-Bloodsoaked Guard will heal less often for more HP.



Misc. :

-Improved Fire Arrow visuals

-Mimics will only trigger mimics in the same room. Mimics in other rooms that hear a mimic wake up will no longer awake.

-Thunderdisk bounce off more world objects, like the Alchemy Tables

-Improved blood spray visuals for mimics

-Improved the behavior of ranged named enemies further.

-Most enemies will randomly walk around more often if they don't notice the player.

-Nerfed the Armor/Dodge amount of most armors and shields, namely Robes, Caps, Long Wooden Shields, Leather Armors, Reinforced Shields, etc.

-Slightly increased the hit-chance for the enemies in Lower Dungeon 2

-Slightly reduced the attack cooldown of Skeletons

-Being frozen will now also reduce the cast time for combat arts such as Reflect Projectile or Shield Bash

-Experimenting with improved collision detection on certain enemies, namely all Cultists. Will be iterated further.

-No longer can roll +2 All Stats by default, the maximum is +1 unless the item is specially crafted through clever means, at which point the maximum allowed value is 2.


Bugfixes:

-Finally fixed the dreaded Attack-move bug, where if you issued an attack, then issue a move command within 5 frames, you would play out the attack while also moving.

-Fixed incorrect enemy aura sizes for certain enemies.

-Fixed crash when saving and loading a game that has an aggroed chest mimic

-Fixed crash when refreshing shop if the player has Rhiri's Cover equipped.

-Fixed issue where incorrect combat arts will be displayed if you have a Wand and Fetish Idol in the back loadout.

-Fixed minor movement issues when holding both LMB and RMB

-Fixed minor UI issue with the Help menu appearing when not requested

-Fixed some issues with the Cult Sacrifice animations

-Fixed some minor pathing issues in Halls of Pain

-Fixed issues where a specific key (Spell 4) wouldn't properly rebind itself

-Fixed Artam's NPC textbox glitching out if you interact with him again while the textbox is active.

-Fixed issues with inconsistent volume for certain elemental attack modifiers

-Fixed some Combat Arts icons not updating when mana-drained

-Fixed some minor dungeon generation issues

-Fixed rare chance of enemy dying with their navigation agent still turned on, meaning they could be pushed around.

-Fixed Staff icon not being set properly after weapon is thrown.



With that out of the way, currently the game is nearing completion. Some levels require improvements and polish, certain spells still need work, but the bestiary is finished and almost all items are done. The current plan is to participate in the upcoming Next Fest, which will contain some nice new key-art, and to slowly wrap things up and get the full game in your hands. Of course, along the way there's balance, balance and more balance to do, but things are moving as expected and the full public build is in sight.

As always, I encourage you to write to me with your thoughts, questions, suggestions or any feedback. I am always interested in hearing what you have to say.

I hope you will enjoy this update and thank you for reading and for your continued support.

best
-osur

No Time To Loot Festival

[h2]The No Time To Loot Festival is now live 💰💎[/h2]
[h3]A week-long celebration of the most addictive dungeon crawlers and loot-heavy games on Steam[/h3]

It's an honor to have Tower of Kalemonvo featured alongside titan of loot like Darkest Dungeon, Brotato, Noita, Crypt of the NecroDancer, Gloomhaven, and so many others! Thank you once again to Ravenage for all their hard work organizing this event!

https://store.steampowered.com/app/2351860/Tower_of_Kalemonvo/

Tower of Kalemonvo receives regular updates to it's demo, refining the systems and gameplay over years of development to ensure this is the ultimate throwback to your favourite ARPGs of old. Please give the extensive demo a try, and share any bugs or feedback you might have (on Discord or in Steam discussions) so we can continue to improve that experience. And don't forget to add it to your Wishlist!