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The Depths of Madness Patch

greetings

it is a great day for today is patch day!
not only is it a patch day, but it's a rather big patch day at that! there are many things happening behind the scenes, and work is ongoing for the many levels after the end of the demo. some things will be kept secret, but others will be revealed... now! take a listen to the latest track for floor #13, titled DEPTHS OF MADNESS.

[previewyoutube][/previewyoutube]

over time i'll slowly release the other composed music for the game on youtube for your listening and critiquing pleasure
until then, have some patch notes, starting off with some new content!

Version 0.24 - November 2023

New Stuff:

-New Melee Combat Art - Adrenaline
-New Spells - Ice Floor and Phantomize
-New Ranged Weapon modifiers - Ignore Evasion and Multishot
-New Faceless enemy model and animations

-New Inventory Concept: Slot Lock. For the weapon and offhand slots, if you have the respective backslot free, you can lock the slot to keep the held weapon when switching to back or front slots.


-New World Item: the SHOP. There are now multiple shopkeeps across the tower (only one in the demo, sorry!). They only deal in a rare currency which you can find in the midst of the gore you leave behind. The shopkeep has access to items of higher rarity, and all his items will have modifiers with stronger and rarer values. It is possible to roll an item with modifiers now otherwise found in the demo levels! how exciting.

-New Unique Items. See if you can find the Peripatetic cape!



Changes in Mechanics:

-Increasing stats while at full HP will keep the HP at 100% instead of keeping it at the value it was before the increase. Same rules apply for mana.

-Slight changes to armor calculation. Enemies will do slightly more damage overall, with certain enemies being much stronger if you have low armor.

-Shrunk the size of doors in the first 3 levels. It is now much easier to funnel enemies into a doorframe to pick them off one by one.

-Arches no longer block visions like walls do. They now have the same behavior as statues (they block projectiles but not vision)



Balance changes:

-Increased the size of most enemies to make funneling them in doors easier. Skeletons kept their small size, so they are comparatively very difficulty to funnel. Ghouls and Maulers will block an entire doorframe by themselves.

-Buffed Cultists, Skeleton Archers and Flaming Skulls. They will all attack faster by default.

-"+ % Resistance to Element" modifier values up for all levels.

-Changed calculations when rolling basic item stats. Low Stat items (like the 3Dodge/0Armor Leather Hat) will now have a more variations. This change mostly affects "weak" items with a few combined stat values.



Bug fixes:

-Fixed Mimic kill count being incorrect.
-Fixed Thrown weapon returning to the player not re-equipping the Throw Weapon Combat Art.
-Fixed equipped Combat Arts not persisting through saves.
-Fixed annoying issue with scrollbar not starting at the starting position sometimes.
-Fixed issue with menus sometimes not extending fully.
-Fixed piercing shot missing enemies behind first target if the first target dodges the shot.
-Fixed Vedomot's Spawn/Kill status not being saved properly for the end-of-demo screen.
-Fixed Vedomot's movement being unusual while in the locked cell
-Fixed Vedomot being able to attack the player before being set free
-Fixed backslot inventory item images being slightly smaller than the front images.
-Fixed being able to move to a door while holding the Movement Stop key if the player is in a small radius near the door.
-Fixed some items having incorrect requirements
-Fixed multiple issues with the GUI when saving games.
-Fixed/Changed some rendering settings to prevent effects such as fire or shadows from being invisible when behind a transparent wall that the player is also behind.
-Fixed Snakes dying sometimes softlocking the game
-Fixed Snakes not being properly affected by cold damage
-Fixed loading a game sometimes dropping items that have their requirements met through other items.
-Fixed spell projectiles "blocking" the mouse cursor when the projectile is over an interactable object.
-Fixed player not attacking if holding the movement-block key and 'mousing over' a door or other interactable object.



that's all for now! as always, if you are interested in reading more and seeing content as it's being worked on, i recommend you to join the game's discord (https://discord.com/invite/TFeZ2NxK8n) or following the game on this confusingly named social media platform (https://twitter.com/kalemonvo)


october was a very busy month for me due to a lot of IRL obligations. now that it's behind us, development speed will return to normal. expect another patch with more content soon!

your previous saves SHOULD work - but loading a game will use the new room data. this means you can easily get stuck or find yourself facing enemies of much higher difficulty. i suggest you do not use your old saves unless you absolutely have to

see you next time!
-osur

Hotfix 0.23f1

greetings.
this is but a minor patch to address two pressing issues.

Enemies:

Enemies require more time without seeing the player to lose interest and return to their original positions

Items:

Spell Book drop chance greatly increased

that's all!
until next time
-osur

Patch v0.23f

greetings
i must start by thanking everyone who tested the game and wrote their feedback. i am thrilled that so many of you took time out of your day to write me your thoughts and suggestions for the game.
there is still a lot left to do, but this is the first step in the proper direction.



to thank you all, have a peek at the Truth Seeker enemy concept and model. this guy isn't a WIP - in fact he's been an enemy for a few months now. he exists deep in the Lost Corridors and you'll see him in the full release of the game, whenever that is. until further notice, the demo will remain only up until the end of the Halls of Pain.
anyway, without further ado, here is patch v0.23f!

Your saves SHOULD WORK just fine. Let me know if they don't.

New Content / Additions:

-Added infinite fountain in rest zones. They fully heal your HP/Mana and have infinite uses.
-Added a Potion Converter structure. it converts potions from Mana to HP, for free, forever.
-Open doors no longer block vision or projectiles.
-Swapping weapons remembers the weapon's last used Combat Art and equips it

Enemies:

-Enemies now no longer eat inputs or act as valid targets if they are not visible to the player
-When an enemy takes any damage, they will alert all other enemies in a small range around them.
-Buffed all Named enemies' movespeed by a small amount
-Cultist Apprentice aggressiveness increased
-Cultist Apprentice will no longer wander around for long distances if player is in their line of sight
-Cultist Apprentice attack cooldown lowered (this is the time spent between deciding to attack and starting the attack animation. tis time is spent in the Idle pose)
-Named Cultist Apprentice attack cooldown removed
-Named Cultist Apprentice is much more aggressive and will only rarely do a walk action twice in a row, opting to attack every 2nd action instead,
-Increased Cultist Apprentice and Named Cultist Apprentice damage by a considerable amount.
-Buffed Skeleton and Mimic HP
-Improved Bloodsoaked Guard behavior and visuals slightly to help communicate his actions

Potions:

-Swapping potions in the Hotbar now plays a sound
-Removed small collider on the text at the bottom of a slot, which would block mouse input
-Potion slot type was never used since nobody knew of it. Game now starts with the first three slots bound to HP only.
-Potion slot type is now saved when saving the game

Misc:

-Terrain color bug fixed, which wouldn't save the proper terrain colors of a level
-Fixed a door navmesh issue which could block player movement
-Removed a collider from the broken shrine prop
-Slight animation improvements for two-handed weapons
-Fixed some UI bugs
-Nerfed Gimmiko's Hat modifier roll on Gaining Mana every 10 Hits
-Added two new dungeon room types
-More rooms got the rare tag, including the fountain rooms on Lower Dungeon 1
-Starter bow damage buffed. Can no longer start with 0-1 damage
-Changed some unique item properties, such as the Underworld Gladiator Helm
-Added some props to Halls of Pain

that's it for now. as always, thank you very much for reading. please let me know your thoughts and report any issues you may have.

until next time

-osur

Realms Deep 2023 & Publisher Reveal!

[h2]REALMS DEEP![/h2]

Tower of Kalemonvo is currently featured in REALMS DEEP 2023 alongside many great games. Only a handful of titles were given a featured placement, and Kalemonvo was lucky enough to be one of them!

If you haven't already, try the demo! It was recently updated in anticipation of the event. It should only take 1-2 hours to bet, but you'll be able to play over and over! Each run will be randomly generated, with new layouts, monster and loot - requiring you to adapt your build on the fly to survive.

As always, I am eager to hear any and all feedback so please let me know your thoughts.
In the meantime, progress on the first major Steam Demo patch is well underway!

Stay tuned
-osur



[h2]PUBLISHER[/h2]

Tower of Kalemonvo has found a Publisher
[h3]2 Left Thumbs[/h3]
Hi everyone! This is Graeme - the guy behind 2 Left Thumbs. A "micro"-publisher primarily known for working with small dev teams, making this label a strong fit for Tower of Kalemonvo!

I grew up playing Diablo 1 + 2, and as soon as I heard about osur's game, it gave me a nostalgia wave like I couldn't believe! Revisiting a side of the ARPG genre that felt abandoned, and bringing it up to the expectations of a modern audience was something I really couldn't pass up!

I am thrilled to be here, and cannot wait to see how the game progress between now and release!
-Graeme

Cunning Hotfix Collection [v0.23]

Greetings! The bulk of this update actually came earlier this month (Sept 14th) over on itch. A few updates that have come since then will also be rolled into this post! I wanted there to be a record of it on the Steam page as I work to expand my presence here - and new updates will all be posted here moving forward!

This update some hotfixes and minor improvements based on the feedback from DD52 and others. hopefully I'll have a big build soon, but until then this should fix most issues.

[h3]ADDED[/h3]
  • Combat Arts now function like Spells, and can be added to the Hot Bar Slot where only Spells used to go.
  • Added Blocked state to enemies. Enemies that can't reach the player will move to the closest available position and wait until a path is opened up.
  • You can finally right click to drink potions from the inventory. This one's for you, PATdev
  • Changing keys in game will update hotkey text. And on the Help page, shortcuts will use currently bound keys instead of default keys
  • Added a new item rarity type, "semirares". Semirares will include Wands, Staffs (Staves?) and Fetish Idols, which were previously considered rare alongside Rings and Amulets. Semirares will drop more often than rares, while rares will drop slightly less often. This is to address the cases of somebody wanting to do a wand build, but just never getting wand drops due to the low droprate. I'll experiment with this and tweak it over time.
  • Added the "end of game" screen at the demo-checkpoint

[h3]UPDATED[/h3]
  • Door width changed. Doors are now slimmer, and enemies can be funneled through them. 2-3 enemies can fit in a door, and the rest will enter a Blocked state
  • Slightly improved door highlight visuals for when the mouse-over part of the door is obstructed by a wall. It will now be properly highlighted.
  • Defense is renamed to Dodge.
  • Changed the way terrain works. This will allow for more lightsources, but it comes at a slight loading time cost on entering new levels. This is very much subject to change, adn can be reverted if the loading times prove too long.
  • Added light source to fireball spell projectiles.
  • Improved two-handed attack animation
  • Evasion now has a visual effect and a sound effect. Normal miss on an enemy with evasion will trigger the evasion visuals
  • Slight UI improvements, including new sliders and small hotbar changes, like being able to click the spell slot to open the spell book
  • Changed the '% to get Mana on hit' modifier to 'Get X Mana every 10th hit'
  • Added an "OK" button to NPCs to end the current dialog
  • Minimap improved to make the player and doors more easily readable
  • New Mimic SFX

[h3]FIXED[/h3]
  • Fixed hotkey text on UI to show symbols (such as =) instead of writing out the symbol( such as "equal sign")
  • Fixed bug with gloves not dropping off the equipment slot if the requirements for wearing them are no longer met
  • Fixed Thrown Weapons always having 0 accuracy
  • Fixed several issues with the Knightslayer weapon
  • Fixed Mimic bumping into Barrels making them disappear
  • Fixed +Resistance potions removing twice the resistance value they gave on expiration
  • Fixed issues with the Always On outline
  • Fixed the Fetish Idol resizing under rare scenarios
  • Fixed Flaming Skulls jaws (their death visuals) leaving holes in the navmesh if the player loaded a save on the same level
  • Many animation fixes/improvements
  • Other minor changes


That's all for now. Some big news is coming soon. Stay tuned for more!
As always, feel free to report any issues you come across.