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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.

Update v0.27a

greetings and well met! this is just a post to collect the bugfixes and changes that were made 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 level transitions code to reduce spikes on GPU. This is done due to reports of rare crashes on level transition. If you experience a crash, please reach out to me!

-Greatly improved chest item drop-rates in Lower Dungeon 1. All non-trapped, non-mimic chests will drop items.

-Changed the Slain Cultist prop visuals

-Fixed Great Snake spell description which incorrectly stated the snakes had a duration.

-Improved minimap size. The entire level should fit nicely instead of being cut off at the edges.

-Dungeon generation will try to spawn very large rooms much more often

-Dungeon generation will try to spawn special rooms (like Vedomot's prison cell) much more often

-Reduced health of Maulers from 16 to 14

-Greatly reduced health of all Named level 1 enemies

-Removed the +HP modifier bonus for Named level 1 enemies

-You can no longer encounter Named enemies in the Forgotten Passageway. Of course, the Bloodsoaked Guard is still there waiting for you.

-Wounded Paladin will drop a Silver Skull if you talk to him enough.

-Hall of Pain entrance rooms have much fewer enemies to better ease the players into the level

-Removed an annoying table in Halls of Pain, and moved some Braziers around

-The first three Potion slots will no longer be set to Health-only by default

-Cauldron spells have had their icons swapped

-Improved shop item amount and made the shop items more versatile.

-Alchemy tables will always drop potions south of it to prevent blocking them.

-Removed names under the portraits in the Main Menu



Balance:

-Increased damage and greatly increased attack-rating for all Two-Handed weapons

-Increased collision radius for the Charge Combat Arts

-Reduced manacost for Charge and Hurl Weapon Combat Arts

-Improved the Taking Damage animation for Two Handed weapons, and also made it faster.

-Slightly improved base to-hit chance from 60 to 62. This is not to be confused with the Attack Rating stat.

-Buffed Starter Shield from 2 Dodge 1 Armor to the normal 3 Dodge 3 Armor that Small Shields have

-Icefloor slow duration from 3 to 5 seconds

-Enemy Aura size nerfed by 50%

-Great Snakes now get properly damaged from chest traps and Flame Breath attacks from Flaming Skulls



Bug fixes:

-Fixed being able to Quick-save during Iron-man mode by pressing the Quick-save hotkey

-Fixed being able to cheese stationary ranged enemies by aggoring them then keeping a 25 unit distance from them, where they would stand still and not attack the player

-Fixed Great Snakes having greatly reduced attack cooldown when chasing down fleeing enemies

-Fixed a purchased item reappearing in the shop if you switch levels after purchasing.

-Fixed some minor dialog issues with NPCs

The Wizard Held Captive Update v0.27

greetings and well met, friends

today is a fine day, for it is patch day! there are many goodies this time around - a lot of the changes are responses to feedback that YOU, the players, have left. i am very grateful to have received so many suggestions, and i am always looking into incorporating the best of these into the game without compromising what i think makes the game enjoyable for many.

be mindful that these patchnotes only note changes that can be seen in the demo version, there is a lot of work ongoing behind the scenes to make the game be ready for a 2024 release.

i hope you will enjoy the update! as always, i encourage you to write your feedback, suggestions and bug reports to me - you can do so here in the steam community forums!
without further ado:

Update v0.27:

General:

-Changed movement code to better handle edge cases regarding moving to nearby destinations. You most likely won't notice a difference, but if you do I am interested in hearing your feedback.

-"Press Any Key" screen now accepts mouse clicks as input.

-Gold chests now have a much higher chance to spawn Silver Skulls.

-Trapped Gold chests no longer have a chance to spawn no items.

-Slow spell can be properly reapplied, refreshing its duration.

-Added a Quest-giver on Lower Dungeons 1. He only spawns in specific rooms, and his spawn is not guaranteed. I aim to introduce more characters like him now that the system is in place.

-Changed NPC textboxes. The minimap won't clip in front of them any longer.

-Reflect Projectile now has a much faster animation.

-Reflect Projectile can now be recast while the animation is playing to restart the effect.

-Alchemickal table now drops potions near itself when spawned to better hint at its function.

-Spell Wheel will now always display when the Spellbook is open.

-Added a few more doors to certain rooms on Lower Dungeon 2.

-Improved UI in Inventory tab, Spell Wheel and Help tab.

-Added some new rooms.

-You can now taunt by pressing "D" (rebindable). It has no ingame function besides playing voicelines.

-Player voice now has an individual slider in the Volume settings

-Improved logic for playing the Taking Damage animation. It won't override certain animations like blocking.

-Improved a bunch of animations for the Player.

-Added several new Unique items

-Changed the music for the first few levels.


Balance:

-The Player moves slightly faster.

-Slightly tweaked the animation speed for two handed weapons and bows.

-Enemies now always have a minimum 5% chance to hit the player.

-Changed the chances of ring modifiers to reduce the occurrence of +HP and +Mana rolls.


Enemies:

-Experimenting showing enemy HP in the text-box once enough enemies have been killed. This change is experimental and might be removed, reworked or improved upon as I investigate how well it fits in the game.

-Changed Cult Apprentice model.

-Improved Cult Apprentice behavior and made them slightly more difficult to engage.

-Changed Flaming Skull model.

-Flaming Skulls now have proper visuals reflecting their current health.

-Returned the Faceless head-shake visuals and improved their visuals a bit.

-You can now de-select a Combat Art by clicking on an empty slot.

-Reduced enemy spawn amounts near the start room on Lower Dungeon 2 to ease players into the floor.


Summoning Magic:

-Changed Summon Great Snake Spell to tier 1, making it accessible normally in the demo. Previously it was either accessed through the Shrine event, or by buying a book from the vendor.

-Summoned Great Snakes now don't expire after 60 seconds.

-Summoned Great Snake model and SFX improved.

-Summoned Great Snake display their HP on mouse-over, and have proper Injury visuals

-Summoned Great Snake mechanics improved. They should behave smarter overall.

-Summoned Great Snakes properly follow you on level changes.

-Greatly improved Summoned Great Snake colliders.

-Enemies will no longer target dead summons.

-Improved how summons deal with ranged targets.

-Improved summon position - they will properly spawn where the cursor is.


Bugfixes:

-Fixed issues with autosaves replacing player saves slots in the save menu.
-Fixed Magic Shrines not being able to cast spells
-Fixed Magic Shrines not correctly clearing the minimap
-Fixed Magic Shrines sometimes spawning enemies in incorrect positions.
-Fixed some unique gloves not properly displaying on the player.
-Fixed certain visuals such as the Lifesteal effect not playing for the Player.
-Fixed buffs not being properly reapplied on a loaded game
-Fixed issue with Named Sun Cult Warriors having lower speed if they rolled a +HP modifier
-Potentially fixed issue with white lines appearing on the ground of Upper Halls on some machines
-Fixed Item Comparison UI screen appearing when not intended.
-Fixed some Save UI bugs with renaming saves.
-Fixed drop-down list for Video options sometimes repeating options
-Fixed trapped rooms sometimes clipping into other rooms when the trap mechanism is activated.
-Fixed spell icon flickering on switching spells with hotkeys when out of Mana
-Fixed Hurl Weapon incorrectly reapplying the Combat Art if the player switched weapons before the thrown weapon returned
-Fixed Named Maulers using old textures
-Fixed Loading Game from the Menu not applying any changes made to the Sound tab
-Fixed some inventory images being incorrectly compressed.
-Fixed many lever issues in Lower Dungeon 2 and Halls of Pain.
-Fixed BG's pacifism if he interrupts his attack to cast a spell
-Fixed plenty of issues when hot-loading a game where a different starting character was used
-Potentially fixed issues with character animations being wonky if a player loads the game after dying, while dying, or having just been killed.


as before, i have also included another piece of the soundtrack for your listening pleasure.
you can listen to it here:
[previewyoutube][/previewyoutube]



once again i thank you all for your feedback and reports. i am eager to hear your thoughts on the update, please do not hesitate to tell me your thoughts!

Hotfix v0.26a4

greetings gamers. here's a quick update with some minor fixes and additions to the last patch. as always, please report any issues to me here in the steam discussion forums or by writing to me at [email protected] or on twitter at @kalemonvo
without any further delays:

-Added capes. they were removed last minute from the last update due to a strange engine error. currently, only the tier 1 Cape item has the model to go with it. More will be added over time.

-Fixed several animation errors, most notably with Crossbows when attacking while rapidly spamming the Stop-Movement key.

-Fixed an UI issue with item comparison where the bottom Item Info Window would stay open.

-Massively reduce the game's file size. Call it spring cleaning!

more to come soon. thank you for reading and playing! i hope you enjoy these updates as much as i had making them