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Tower of Kalemonvo News

Update v0.28b1

greetings!
just a quick hotfix to address a possible crash issue.

Update v0.28b1:

General:

-Improved Flaming Weapon Visuals

-Lightning wand projectile is now faster

-Enemies "Pain" soundeffect now has a cooldown of 0.25 seconds

Bugfixes:

-Fixed bug with the Slain Cultist NPC in Lower Dungeons 2 where Saving/Loading would spawn another copy of them, leading to complications if you saved often.


that's all for now! until next time
-osur

Update v0.28b

greetings!
on this night i bring for you a tiny patch to fix one major issue and some small balance changes. as always, thank you for reporting any issues you discover, this helps me make the game better!

Update v0.28b:

General:

-Ricochet Shot will properly target enemies invisible to the player

-Increased default to-hit chance from 62% to 65%

-Slightly buffed Fly enemy HP and armor penetration

-Reduced the duration of some spear animations slightly


Bugfixes:

-Fixed Athanasi being unable to use Final Blow properly under certain conditions

-Clicking a barrel behind a door while having a ranged weapon will proper target the barrel

-Named Skeleton death animation will properly reflect their changed bone color

-Fixed an inventory bug where swapping a weapon would leave a shadow over an incorrect inventory position

-Fixed some tables not having collision for pathing

that's all for now! until next time
-osur

Update v0.28a

greetings and well met, friends
today i have for you a small patch, consisting mostly of minor features and balance improvements. there's also some leftover things that didn't quite make it into the last version.
without any further ado:

Update v0.28a:

General:

-Reduced turn rating and acceleration when performing turns. This is to make kiting slightly harder. It's still easy to kite enemies, but you now need to be more mindful of your speed.

-Extended the attack range of certain big enemies like the Mauler

-Skeleton enemies now completely finish their attack animations even when the player is far away. This makes them slightly easier to deal with

-Increased the attack speed of bows slightly, but also increased the accuracy penalty for projectiles the longer they travel.

-Summons are now properly saved both on level transitions and when loading the game.

-Added new animations for using the spear alongside a new spear model

-Arrows are now more visible in darkness.

-Footsteps now make different sounds depending on the type of floor you walk on.

-Health and Mana UI orb now have more accurate mouse detection that fit their shape.

-Nerfed Wand and Fetish Idol droprate slightly

-Staffs can now roll Elemental Damage modifiers and will do so more often than regular weapons

-Quickswitching to the equipment held on your back now operates using a queue system. If you issue the switch command during a point in time where you cannot switch, the action will complete at the nearest possible time.

-Quickswitching will properly reapply pre-selected actions. If you switch from a melee weapon to a ranged weapon with a target selected (for example, you clicked to attack a distant enemy while holding a melee weapon, then switched to a bow), you will issue an attack command as expected. Previously, you would walk to the target since the game still behaved as if you had a melee weapon.




Bugfixes:

-Fixed issues with pathing over long distances where pathing would sometimes fumble and not choose the shortest route possible.

-Adrenaline is now properly handled on saving and loading

-Fixed attacking while standing still sometimes incorrectly removing the Lashing Claw Unique Scimitar modifier.

-Fixed Broken Portal props which would sometimes block movement pathing

-Fixed issued with certain lights staying on when they shouldn't.

-Fixed some issues with enemy aura effects in loaded games not properly applying.

that's all for now! should you find any issues, please report them to me

until next time!
-osur

The Shifting Strikes Update v0.28

greetings and well met, friends

today is a fine day, for it is patch day! this one had a lot of focus on making the demo feel representative of what the finished game should look and play like. to that end i attempted to polish up a few things that were lingering in my to-do list for many moons. it's also about time to discuss where the full game stands and what one can expect.

firstly, the update for the demo contains as follows:

Update v0.28:

General:

-Changed how attacking while standing still works. Attacks will now be issued properly when you attempt to attack a target that is out of reach or that has their path blocked by any obstacle.
Previously, attempting to attack a moused-over target that is out of reach while holding the "Prevent Movement" key (Left-Shift by default) would not do anything since the desired target could not be reached. This happened often if the player was sitting in a doorframe and attempted to hit an enemy that was obscured by an invalid target. Now the player will conduct an attack no matter what, and the attack will deal damage to the first valid target in front of the player.

-Fixed a bunch of player animations, namely for Two-Handed weapons, bows and crossbows.

-Many changes to how long the Taking Damage / On Hit animations last and how often they occur. It should feel less clunky to use Two-handed weapons.

-Added a couple of new sounds for items.

-Added two new Combat Arts: Mighty Slam for Two-handers, and Concentrate for One-handers.

-Added 5 new Unique items.

-Added small visual effect on Level-up.

-Added 4 new Item modifiers.

-Reduced the rate +Hp and +Mana modifiers appear in items

-Added visuals for a few Spells and Combat Arts which had none previously.

-Enemy effects such as Acid are now properly removed when loading saves while under their effects.

-Mousing over the Spell Wheel stat description will display a tooltip with the required Intelligence for the next Spell Wheel slot.

-Added an Armor stat for Summons, which reduces incoming damage from enemies. Enemies with high armor-piercing values ignore armor. Summons will survive longer on average.

-Added more player statistics on death.



Enemies:

-Many slower enemies will finish their attack animation instead of cancelling when the player is out of range.

-Improved animation and behavior of Bloodsoaked Guard a bit.

-Ranged enemies will no longer follow player movements if they lose sight of them - they will finish their attack and aim it at the last position they had vision of the player.

-Changed colliders for Flaming Skulls to be slightly larger and to fit their shape better.


Bugfixes and Misc. Changes:

-Fixed issues with having an attack be interrupted by a Taking Damage animation sometimes preventing future attacks.

-Enemy projectiles no longer go through staircases.

-Fixed switching equipment while slowed not properly applying the slowed animation speed.

-Fixed Attack Rating and Damage Multipliers sometimes being incorrectly calculated on attacking.

-Fixed UI issues where some items will slightly change the collision size of the equipped character item slots.

-Fixed issue where selecting the "ESC to close Minimap" option would permanently disable the minimap when pressing ESC.

-Fixed inventory UI issues where incorrect inventory slots would be highlighted after completing an item swap.

-Fixed clipping issues with the Robes armor type.

-Fixed issue where enemies invisible to the player could be targeted.

-Fixed clouds in Halls of Pain disappearing if the player moved to the edge of certain rooms.

-Fixed textboxes sometimes being the wrong size or not properly displaying text.

-Fixed some issues with the Shopkeeper's UI.

-Fixed issues with the Hotbar collider being slightly bigger than the visuals

-Improved interactions with mouse-over being interrupted by the UI. Things behind the UI will no longer be highlighted or described in the text-box.

-Fixed issues with Combat Art icons in Hotbar sometimes incorrectly being red tinted when they are able to be cast.

-Clicking the Ability icon in the Hotbar will open the spellbook if the icon was a spell, or the Combat Arts page if the icon was a Combat Art.

-Fixed the Charge Combat Art being interrupted by small obstacles, such as the Dead Paladins.

-Swapping weapons after casting a Combat Arts that modifies the next attack (such as piercing shot) will now remove the Combat Art effect.

-Fixed broken name for the Ratman's Rags unique armor.

-Fixed issue with incorrect weapon particle sizes after loading or dying multiple times.

-Fixed rare bug with lifesteal and manasteal not properly stacking if you have multiple sources of the effect.

-Fixed issues with debuff length when an enemy is both Slowed and Blinded.

-Fixed rare case of unequipping spear switching to an incorrect animation group.

-Fixed collision on certain crates not matching the visuals.


that's it for all the changes visible in the demo. now for a brief status report on where the game is currently.

things are moving forward at a good pace, and i am still working hard to get the game at a state fit for release in 2024.
currently, the game contains 30 unique enemy types (11 are in the demo), not counting bosses and recolors. there are 3 more enemies currently in the works, at which point i will consider the bestiary ready. the game also currently consists of 15 levels, with another 4 currently in development and one secret level. there are also 20 spells and 40 unique items.

one of the enemies currently being worked on

a single run of the game should take about a dozen hours. with that, i am aiming to include a difficulty system as is standard for this genre, where beating the game on the normal difficulty allows you to enter a higher difficulty with your character. it will take a great feat of effort to beat the game on the harder difficulty, especially on Ironman or with the Despair difficulty enabled. of course, there will be steam achievements to commemorate those few who are able to pull it off.
while this update might not be bursting at the seams with content, rest assured that progress is being made daily behind the scenes

as always, thank you for reading and for playing the demo. your feedback and bug reports help me develop the game faster. as the game is growing in scale every day, it is often troublesome to catch pesky bugs, so i encourage you to report any issues, ideas, suggestions, feedback and anything in between by posting here on the steam community page, or by writing to me directly to kalemonvo@gmail, or on twitter. you are also invited to join the game's discord to see changes as they happen here, should that be of interest.

until next time!

Update v0.27b

hail and well met friends! here i present you with a small update to address some balance and bug issues accumulated over the last few days. as always, please do not hesitate to voice your thoughts, questions and suggestions. your feedback helps the game improve!

General:


-Changed the way animation cancelling works for two handed weapons. It is now much harder to cancel the animation for a two handed attack by quick-switching to a one handed weapon.

-Improved Firetrap visuals




Balance:

-Weapons and rings have a lower chance to roll +HP or +Mana and a slightly higher chance to roll +Elemental DMG

-Greatly increased Crossbow attack animation speed.

-Added a rare chance to roll an item of 2 tiers higher in the shop

-Dead Paladins item droprate has been greatly increased

-Nerfed Named Enemy Acid Shield. The amount of armor lost when hiting them has been greatly reduced.

-Slightly increased the attack cooldown for Skeleton Archers

-Slightly increased the trap rate of chests


Bug fixes:

-Fixed Wands being able to target enemies hidden by doors

-Swapping items while frozen or poisoned will properly color the items

-Fixed Combat Art Hotbar icons sometimes not coloring properly to reflect the player is out of mana

-Fixed several issues with the shop. The shop will now properly track items on reload, it won't break down on occasion when dealing with books and the Skull counter will work on load

-Fixed Alchemy table not working after a load.

-Fixed pathing around certain props in the Halls of Pain

-Fixed Acid Shield effect staying on the player after respawning.

-Fixed issue with player being unable to attack after dying and respawning in an unusual manner.

-Fixed opening Spellbook from the Hotbar icon not also opening the Spell Wheel

-Fixed minor spell description inconsistencies for Ice Floor

-Fixed rare issue of loading from menu not properly spawning barrels

-Minor fixes with weapon particles

-Fixed weapon icons sometimes being incorrectly resized when dropping an item from the offhand slot.