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Tower of Kalemonvo News

Update v0.31a

greetings!
today i have for you some bug fixes for the demo, along with some touchups that the full game has gotten. most of the content is just addressing some bugs and doing some slight balancing, so nothing particularly interesting, but i didn't want this update to be delayed with the approaching holidays.


Update v0.31a:

General:

-New Potion item visuals

-Unique items more likely to drop in general, and much more likely to drop from Rare (Golden) Chests

-Buffed a few Unique items and added several new ones.

-Arrows have a greater penalty to hit at extreme ranges

-Embershot Combat Art costs less and deals more damage

-Slightly improved Crossbow walking animations

-Slightly buffed the tier of items in the shop

-Added more combinational item names

-Added a soft cap on the amount of mimics that can spawn from the mimic room on Floor 1

-Summons' HP buffed slightly across the board

-Slightly increased the attack range of enemies with two handed weapons

-The Spell Wheel buttons (Add/Remove) now play a sound when clicked

-Music should loop more cleanly now



Bug fixes:

-Unique Staves and the Unique Robes no longer have a chance to lose affixes on dropping then due to an item spawn/re-creation bug.

-Summoned Snakes no longer take double damage from arrows and fireballs

-Summoned Units are now properly tracked between levels

-Fixed a scary error where the Halls of Pain would sometimes spawn a massive tier 2 Named Sun Cult Warrior instead of the default tier 1 variant

-Fixed an error when trying to place a Leather Brigandine item from the shop into an Enchanter's Lifeblood

-Dying while casting Multistrike will now properly kill you

-Fixed issues with the Spell Wheel buttons causing some problems if you load a game with a full Spell Wheel

-Fixed an issue where if you learned a spell to max level and had a leftover book in you inventory, the book might not update properly to reflect it can't be used

-Changed the way all projectiles are handled in the game, preventing certain projectiles from not being destroyed if you load a game while these projectiles are active

-Fixed issue where spells would sometimes not have a description if you mouse over the spell slot icon in the hot bar



Should you encounter any bugs or have any feedback, please do not hesitate to reach out to me!

thanks for reading and i wish you all an early merry christmas and happy holidays!

-osur

Update v0.30n

greetings!
yet another small update to patch some things up. included within it is a bit of content that is a result of changes happening beyond the demo's borders that i don't want to keep out.

before the update however, some of you more perceptive players might see that it is currently Q4 2024, which was the original release plan for the game, and yet the game isn't out yet (and not only that, but the release date now reads Q1 2025)!
to give an update on the situation - the game's content is basically finished. some enemies still require updates to their sounds, achievements need to be finalized, some scripts need a cleanup and there are a few dangling bugs left to resolve, but all the hard work is behind me now. the goal was to get it all done a bit sooner, but some things ended up taking longer than intended and for that i apologize.

within the month, i will wrap up all the written dialog and tooltips to send over to localizers. when that's finished, i will begin the testing phase where i make sure all the content and balance is up to snuff. once i'm knees-deep in testing and if all is well, i will announce a release date, open up testing a bit to selected users, then prepare to press the big release button. the price at this time still stands at $14.99 (with the price adjusted based on regions, ex: South America), and the game will contain no monetization/microtransaction/whatever shenanigans whatsoever.

there were many questions for controller support as well. it's something i will attempt to tackle after the game is released, since i do not want to add more work to the pile that would delay the release any further.

so to wrap this up - it's almost ready, and i kindly ask for just a bit more patience to make sure everything is right. i hope it will be worth the wait.

anyway, onto patch notes:


Update v0.30n:

General:

-Added a few more item modifiers. The ones you will most likely come across will be "X% to Refund Mana on Cast" and "X% to Slow Enemies when Taking Damage"

-Spear damage range from 1-8 to 2-8

-Two Handed Staff and Fetish Idol more likely to roll +Elemental Damage

-Multistrike Attack Speed bonus buffed greatly.

-"Locking" a slot in Inventory is now more clear - the image is larger and it has a tooltip now.

-Enabled some optimization fixes. The game should perform much better on lower end hardware.

-Fixed some typos and minor UI changes.

-Changed how the color of Robes is determined, so Magic Robes will look nicer on the player model.


Bug fixes:

-Fixed bug preventing Magic Spears to be equipped sometimes

-Fixed Magic Scimitars not requiring 11 Agi

-Fixed Skeleton Archers walking animation

-Fixed some Spellbook issues when dropping certain Spellbooks.

-Fixed some spells not damaging Summoned Units as well

-Fixed the health-outlines not working properly for some units.

-Fixed Artam taking more Mana Potions than he should

-Small changes to how Attack Speed descriptions (Slow/Normal/Fast) are calculated. Two-handers with bonus Attack Speed will be considered "Normal" instead of "Slow" more often.


Should you encounter any bugs or have any feedback, please do not hesitate to reach out to me!

thanks for reading and i hope to see you soon with the full release!


-osur

Update v0.30m

greetings!
another small update on the way to fix some more issues. included in this update is also a bit of new content that i wanted to gauge the balance of.
here goes:

Update v0.30m:

General:

-Added a new special room that can spawn in Lower Dungeons 1. Good luck!

-Added the Summon Knights spell as an available spell. The book doesn't spawn normally (it's a higher item-level than the demo levels), however you can still find it in the shop

-Added a few unique items



Bug fixes:

-Fixed missing material for certain weapons

-Fixed issue with some descriptions being unable to be unlocked in the bestiary

-Fixed an item duplication bug with Right-click-to-equip when trying to equip to a locked slot.

-Vedomot properly walks back to the middle of her cell after the player exists her range. Still investigating claims of her escaping her cell somehow...

-Fixed description issues with certain spell levels.

-Fixed some more typos and font issues.



as always, thank you for reading and playing!

-osur

Update v0.30j

greetings!
this is just a collection of the last few updates, including one now. no new demo content, just some fixes!
more content is on the way, fear not.

Update v0.30j:


Bug fixes:

-Fixed issue with Silver Skulls not saving properly

-Fixed issue with Unique Item descriptions sometimes not showing Dodge/Armor values in inventory

-Fixed issue with the Demon Twins sometimes dropping an extra book

-Fixed issue with Spell Wheel sometimes not keeping proper spell order when loading a game.

-Fixed Sun Cultist Warriors not being able to handle auras.

-Fixed some issues with Increase Spell Casting and Unusual Damage Range item modifiers

-Fixed issue with spell level overflows where if one were to get a spell over max level and lose a spell level, it would incorrectly reduce levels.

-Fixed description issues with certain spell levels.

-Fixed a couple of typos and font issues.

as always, thank you for reading and playing!

-osur

Update v0.30h

greetings! we meet again so soon! i won't make a habit of it and we'll make this quick.

many, many people have been asking for health bars. i don't like health bars. in fact, one might even say i despise them. however, i understand their use. to that end, i'll be conducting this brief test:

enemy outlines will now be colored depending on the enemy's remaining health, with a green outline indicating full HP and a red one indicating low hp.

i consider this to be a compromise, and i openly declare this to be a test. with that, i ask of you, the brave adventurer reading this, to let me know your thoughts on the matter. try out the new version, leave the health outlines toggled on (you can toggle them off in both the menu and ingame under the options) and form your thoughts on the matter.
love it? let me know! hate it? let me know! neutral? let me know!

depending on the results (and how i feel about it after a few days have passed), things may or may not change.
so, the update:

Update v0.30h:

General:

-Added a toggle (On by default) for enemy outlines to reflect their current health

-Weapons are more likely to roll +Stats magic modifiers

-Munzekonza's Unique Weapon now has a different set of modifiers. If you have a previous save, the item will not reset


Bug fixes:

-Fixed minor bugs on toggling enemy outlines

-Fixed minor UI errors with tooltips not having any padding near the edge of the screen on large resolutions

-Fixed more names/descriptions being incorrect

-Fixed weapons losing their Increased Cast Speed buff on certain occasions.

thanks again for your feedback and for your interest in the project


-osur