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Tower of Kalemonvo News

Update v1.1h1

ahoy!
here's an actual balance patch for once! there's bugfixes a plenty, but i also took some time and made some tweaks to the early levels in order to slightly ease new players in. that and some slight improvements to melee!

so:


Content:

-Added a new UI button that lets you teleport to the entrance of the level.
The rules for unlocking this button are the same as teleporting to exit. This means that you'll be able to teleport to both entrance/exit as soon as you discover the exit. This also means that certain areas (Bloodguard fight, Aibek's room, the Blood Coven Arena, etc) have the same effect - meaning you can't teleport out of those encounters.

-Tweaked the Armor damage reduction/amplification formula a bit to be more lenient when the player has low (or no) Armor stat. This means in the very earlygame, the enemies wont hit as hard. They still hurt, though!

-Changed the Potion drop formula a bit more to be more forgiving in the early game. In addition, Named enemies will spawn more potions on death in the early floors of the Tower.

-The Faceless and Mammoth Wings got slightly nerfed. The Faceless will be slightly easier to hit, and have less accuracy themselves. The Mammoth Wing will deal slightly less damage.

-Vedomot's Sword 'Lashing Claw' now only resets its damage on a missed attack, or if you attack using another weapon. If you switch attacks and don't attack, the damage will remain. As before, this damage persists through saves.

-Lashing Claw max bonus damage is now 50

-Slight changes to 'The Top' floor in an effort to improve FPS and reduce crashes.


Bug fixes

-Fixed a bunch of Arena bugs such as: enemies being invulnerable, being unable to teleport out of the arena, being unable to teleport on the floor if the arena isn't complete, being stuck in the arena despite completing the requirements needed to leave, etc.

-Fixed minor UI issues with the save file delete buttons

-Fixed incorrect collider on certain doors in the early game

-Fixed Firetrap causing FPS drops if you cast a lot of them on the same position

-Fixed rare issue with swapping items in the inventory causing an item to be placed at an invalid position



thank you for reading!
there will be more balance patches after i review the player feedback on this patch. if melee felt too hard for you before, try it now and report back!

as always, feel free to voice your thoughts and tell me your experiences!
you can reach me here on steam, through email at [email protected], and through the game's Discord server here

best
-osur

Update v1.1f

ahoy!
as before, here are some bugfixes and minor changes collected since the last version.


so:


Content:

-Changed how quicksaves work. The game will from now on generate a maximum of 10 quicksave slots, and the 11th one will replace the 1st.

-Secret level will spawn much more often.

-Slightly tweaked potion droprates in an effort to prevent situations where a run can have very few potions, while in another you're swimming in them. Potion droprates and drop RNG will continue to receive slight changes over time.

-Slightly reduced max Lifesteal and Manasteal % that can spawn on items. Your current items wont be affected.

-Paladin Camp 'event' will no longer destroy all the items left on the ground before the 'event'.

-Slightly buffed Ember Shot Combat Art. Damage increased by 2 and manacost reduced by 1.

-Slightly nerfed Piercing Shot Combat Art. Manacost increased by 1 and requirements increased by 2.

-Changed Bestiary UI to highlight the name of the selected enemy

-Final boss now deals extra damage to summons


Bug fixes

-Fixed 'Secret Level' text on the final screen not being accurate to whether the Secret Level spawned

-Fixed dungeons sometimes spawning a door leading nowhere

-Fixed error where you could get the reward from Dargan without clearing the Armory

-Fixed a pathing error in Upper Halls

-Fixed an ugly texture in the doorframes of Upper Halls

-Fixed UI issues with key rebinding sometimes not showing the correct key you bound to

-Fixed UI issues with delete save button collider being too big

-Fixed minor UI issues with save texts

-Fixed being able to play the Idle animation when dying under specific circumstances

-Fixed final boss sometimes freaking out if he attempts to stun a summon

-Fixed death screen sometimes staying after respawning

-Fixed issue where you could incorrectly equip an offhand item, at which point the item will detect it shouldn't be worn, causing unusual behavior and item deletions

-Fixed issue with assigning invalid spells to a Golden Goblin item


i have begun doing a more complete balance update, and it will be released once ready. stay tuned!

thank you for reading! as always, feel free to voice your thoughts and tell me your experiences!
you can reach me here on steam, through email at [email protected], and through the game's Discord server here

best
-osur

Update v1.1d

welcome back! this is just a quick collection of the few changes applied to the game in the last ~24 hours. once all the critical bugs are solved, i'll get on to balance and address some of the more common points.



so:


Content:

-Slightly changed damage calculations dealt to player when they have no (or very low) armor. This means the very start of the game will be a bit less punishing. Will tweak these values as we go.

-Buffed some uniques (Anteh's Mace, Gakmarok Amulet), and fixed Cape of the Necromancer not applying its effects properly

-Slightly more optimization on dungeon generation, most notable for Upper Halls

-Golden Goblin no longer takes Goblin items as input. Goodbye Giga-Goblin gear!



Bug fixes

-Marking will no longer give free potions if you save-load spam in front of him

-Fixed Hurl Weapon being disabled if you interrupt the animation by taking damage right as your character returns to a one-handed animation

-Fixed certain props in Armory blocking items

-Loading between saves will no longer mess up your spells if certain conditions were met

-Fixed screen staying blue If you loaded a different save during the special encounter at the Paladin Camp

-Improved some minor UI issues in the Key Rebinding Menu and Help Menu

-Fixed some issues with the metal bars on the arches

-Fixed some issues with certain props (the bookshelves, some tables, some papyruses) causing FPS drops

-Minor localization fixes



there will most likely be one or two more patches within the next short period, after which i will get down to addressing feedback, tweaking the balance, and implementing a lot of player requests. once that is done, it's on to more content!

thank you for reading! as always, feel free to voice your thoughts and tell me your experiences!
you can reach me here on steam, through email at [email protected], and through the game's Discord server here

best
-osur

Update v1.1c

ahoy! i'm back with some more critical fixes. i have another rather large list of fixes to go through, but this was mission critical so i wanted it to reach your hands as soon as possible.

thank you everyone who submitted bugs or provided feedback. i will slowly grind down this bug-backlog, and once that's done i'll start with the big balance changes and content update. just because the game's released doesn't mean i'll stop working on it. i've got many plans and many things to do! stay tuned.

so:

Content:

-Starter sword now has +1 Attack Rating on average

-Manticores will now have a bit more windup when attacking, both with the tail and with the horns

-Changed how the Navigation Mesh is generated. For the few of you who had issues getting to Upper Halls, this should fix it. If not, please let me know.

-In Halls of Pain, the final lever will also lower a wall behind the golden chest, allowing you to loop back to the start room if you so wish.



Bug fixes

-Fixed a few Key Rebinding issues. There's still two more bugs, but they're not that bad so they can wait. Your rebinds should save if they didn't before. If not, please let me know.

-Fixed a few errors with getting stuck or being unable to attack when dealing with Shield Bash or Block. Let me know if you encounter this error again.

-Putting the Tome of Perplexing Secrets in your backslot weapons will no longer make it disappear

-Removed item duplication glitch

-Fixed the Fate Binders unique not increasing the max HP of new summons, and messing with their max HP after loading a save

-Fixed rare item disappearing error where if you cheated your way into having item cross-dependency, the items wont drop (and get deleted) when loading a save

-Fixed mimics becoming immortal when loading a game with active mimics who have you targeted.

-Fixed fake-walls in Lower Dungeons 2

-Fixed being able to shift-click when Phantomized. As a consequence, you can no longer cast a lot of Combat Arts when Phantomized.

-Fixed broken font in CN for ending screen(s)

-Fixed Save-Overwriting not removing the extra metadata file

-Fixed Airshield and Fireshield being stuck or having incorrect timers if you switch between then (or cast them in unusual ways). As a consequence, you can recast Airshield at any time (so it works like Fireshield)

-Fixed some errors with Orb Colors sometimes not returning to red.

i will push out a few more updates to address critical bugs - thank you for your patience!
as always - you can reach me by mail at [email protected], or by the steam community discussion boards. or come say hi in the discord, which is linked on the steam store page.

best
-osur

Update v1.1

ahoy! i hope you are all enjoying your time with the game. it's still very surreal that the game is out, however my work is not done!

a quick update featuring a lot of bugfixes.

- There was a memory leak w/ the shop and some inventory shenanigans. it should be fixed now.

- Fixed issue with the Goblin in the Skeleton Pit causing issues if you saved/loaded a bunch


With these two fixes, I hope that this will be the end for the most commonly reported crashes. If you experience a crash, kindly do let me know. These are my top priority right now.


-Attempted to mitigate the issue with people getting stuck after taking damage. I haven't experienced this issue first hand, but I added a failsafe to make sure you don't get stuck. If you do get stuck after this update, please let me know!

-Fixed some dungeon generation error where you couldn't enter a room if some specific conditions met

-Fixed inability to bind the 8 or 9 keys

-Fixed minor issues with some item descriptions.

-Fixed minor issue where the "you're dead" filter would stay on after starting a new game

-Charging clears your current target, so you will not immediately attack an enemy after charging

More to come, but I deemed the crashing fix too important to keep waiting.

As always, please report any issues you find to me, and feel free to give any suggestions or feedback!