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Update v0.30g

greetings and a happy late halloween! thanks to Splattercat's lovely video, the demo has seen a big uptick in players! with this uptick came another, this time with the amount of bugs! this update is a small one to address these -let's get right to it.

Update v0.30g:

General:

-Added a new special room that has a pretty high chance to spawn. I'll leave it as a surprise!

-You can no longer cast spells to interrupt the 'Taking Damage' animation, which also fixed some annoying bugs causing players to be stuck in an animation

-Small font color change to indicate to players they are able to Middle Mouse Click to instant place/remove potions from Hotbar

Bug fixes:

-Fixed Icefloor permanently slowing players if several were stacked on top.

-Fixed Icefloor slowing enemies for incorrect lengths of time

-Fixed Twohanded weapons not saving certain modifiers (Spellcasting speed, increased DMG range)

-Fixed a bunch of issues with Item names. As before, an item which generated in the previous patch will have its name fixed if you drop it out of your inventory. There also might be some changes in how an item description is phrased, since all item descriptions have been prepped for localization.

-Thunderdisks now properly disappear on loading



i have been receiving and looking through all feedback, ranging from potion droprates, to a possible "belt" component in the hotbar, to reducing the UI size, all the way to streamlining how Combat Arts are used - I encourage you to write your thoughts even if you feel like they have been mentioned. Your feedback helps the game improve and i welcome your thoughts on even things you believe do not require a change. I will spend the next month or so looking through any possible changes based on this new wave of feedback.


thanks again for playing and for your interest in the project


-osur

Update v0.30e

greetings! i am pleased to see i have successfully survived Next Fest, and i didn't drown in bug reports.
with that comes the fabled and customary post-event patch, where i mess with the balance a tiny bit and correct some bugs!

let's get right to it.

Update v0.30f:

General:

-Reworked the way item names are generated internally to prepare for translation.
There will be several new variants of item prefix/suffixes, but everything should work the same on your end. Since items now regenerate their names when they are picked up or dropped from the inventory, items found in a save made before this update might have their names change.
I also cleaned up some errors in previous item names, such as "Shocking" being a name used for both +Lightning DMG and +Resistance to Lightning.

-Basic wands are now less likely to roll +DMG, but can now roll +HP and +Attack speed. Higher tier wands unchanged.

-Added new voice for Moon Cult Brides. Their previous voicelines were from another character not present in the demo.

-Changed animations and texture for Sun Cult Warrior.

-Sun Cult Warrior and Mammoth Wings now reduce their attack cooldowns when they enter a walking state, making them more dangerous to kite.

-Added a small visual indicator for the center of the Firetrap spell. Firetraps also expire after 60 seconds.


Bug fixes:

-Thunderdisk no longer bounces off Great Snakes

-Dying when spamming Shieldbash will no longer leave a collider on the respawned player which hinders movement

-Icefloors now dissapear on loading a save game, and no longer leave holes in the navigation system if they expire as a save is loaded

-Fixed a few logic errors which will improve FPS when mousing over enemies in certain conditions

-Fixed errors in Chain Lightning which caused performance issues on some PCs.

-Fixed error with Firetrap which would drop FPS if enough were present.

-Fixed Manasteal enemy modifier not being assigned.

-Fixed error where if you begin the game as Athanasi, cast a spell, then load another save of playing as Kira, you would break spellcasting animations.



that's it for now. as always, please let me know should you encounter any bugs or if you have any thoughts or feedback to share!

-osur

The Bestiary Update v0.30

greetings and well met friends,
this post comes a bit early than the expected 2 months - you have the Steam Next Fest event for that! i wanted to roll out a new build to fix a bunch of issues and add some polish where it was needed most before Next Fest came around - which brings up the following: Next Fests are usually entered when a game is close to ready! indeed, we're almost at the finish line- there's only a bit of content missing before entering the final polish stages.

this also is a nice point to announce the price of the game. after much deliberation, i have decided on USD$14.99 or whatever your regional equivalent. i have also gotten many reports of how recently released games tend to be incorrectly priced in many non-US or non-EU countries due to the price not being properly converted and ending up being too high. i will do my best to make sure the pricing is accurate and that no region is priced out. if you feel your region is one of these mentioned, i encourage you to write me and let me know your thoughts on the matter.

until then, have this patch to sate your needs!

Update v0.30:

General:

-Added the Bestiary. It is a collection of all the enemies you have slain this far and a bit of lore about them, and can be accessed by clicking on the book button in the menu.

-Added a lot of player speech when dealing with Alchemy Tables and similar interactable objects. The player will properly vocalize when an action yields no results.

-Added a Combat Arts skill for the Bow, Ember Shot.

-Added more named enemy modifiers, such as Reflect Projectiles. Ranged enemies also now have access to Lightning Aura.

-Projectiles such as arrows, wand projectiles and fireballs now use a different collision system, making them more accurate to the player's intention.

-Mammoth Wings now have slightly more HP, damage and accuracy.

-Increase the values of the "Chance to Blind Enemy when struck" modifier across all levels

-Improved inventory click cooldown to prevent items from being double clicked unintentionally. This will get tinkered further with more player feedback.

-Made certain trap rooms more dangerous.

-Added several more Unique items.

-Buffed old Unique items such as Smiter and Munzekonza.

Summons:

-Changed Summon unit behavior and increased the default attack rate. They should behave a bit better now. Snakes also know how to open doors now.

-Enemies that are detected or detect a summoned unit but not the player will properly react. This also fixes the issue of ranged units sometimes detecting a summoned unit when they shouldn't, such as through walls.

-Summoned units have blood splatter on taking damage.

-Summoned units no longer aggro to targets that are not yet deemed hostile, such as Vedomot.

-Summoned units no longer have incorrect damage resistances when fighting special units such as Vedomot.

-Summoned units no longer disappear when returning to previous levels.

-Fixed issue where summoned units might linger after dying.

-Upgraded some spell descriptions.



Bug fixes:

-Fixed mousing over a spell in the Hotbar slot sometimes failing to show the description

-Fixed mousing over a Combat Arts in the Hotbar slot sometimes failing to update the name or description

-Fixed Moon Cult Brides hair not reacting properly to elemental damage color changes

-Fixed movement not resuming after casting spells while holding the left mouse button

-Fixed chest mimics not activating if a nearby barrel mimic would activate

-Enemies with a cold modifier are now again unable to be slowed through cold damage

-Fixed minor inconsistencies with slow duration for named or special enemies

-Equipping an amulet with a requirement will no longer play a "Cant equip" sound if you place the item in the backpack

-Cult Apprentices will no longer walk into each other for extended periods of time.

-Fixed issue with shop where the bottom row would sometimes not be used, making the shop spawn less items that it should

-Fixed issue with shop where if the player rolls the shop (either manually or when first entering the level) equipped with the Lashing Claw unique, the weapons in the shop would incorrectly display damage values that take the Lashing Claw's damage bonus into account.

-Fixed error where the Blind visuals would sometimes stay on dead enemies.

-Items that can Blind enemies now properly check if the enemy is capable of being blinded.

-Fixed incorrect "cursor shadow" when placing items in inventory

-Fixed rare error when spawning an Unseen enemy in sight of the player, which would cause the Unseen to be untargettable.

-Fixed Levelup SFX not playing fully sometimes.

-Fixed bug where upgrading a Flaming Skull to a Named Flaming Skull through ingame means would sometimes break the enemy.



as always, please let me know if there is any bug that i missed! until next time, friends.

-osur




Update v0.29c

greetings!
this is another quick update to fix some annoyances leftover from before.
also, look! new cover art! i think this one will do the game more justice. thank you to my dear friend 595158825 for making it! his name reflects the amount of times i pestered him on this cover.

anyway, the update:

Update v0.29c:

-Fixed several Spellwheel issues. The requirements for the next level now properly reflect the amount needed - it was previously off by 1. Similarly, if you have a spell slot gained from having a +Intelligence
item, removing the item while having a spell slot in the slot gained from the item will lead to unpredictable consequences.

-Fixed rare edge cases with loading and Spellwheel spell order

-Fixed some rare edge cases with item requirements bypassing.

-Increased Vedomot's Prison Room spawnrate some more.

-Fixed rare case of Vedomot being pushed out of her cell since she could spawn before the dungeon would be ready for her.

-Blocking sound effect volume lowered. Blocking also plays the block sound if you successfully block an attack that would have missed regardless.

-Improved blocking animation for Athanasi.

-Slow manacost increased by 1

-Icefloor duration increased

-Fireball spell projectile speed increased by 15% and requirements to learn and upgrade the spell decreased. It now costs 11 INT to read.

-Changed Bloodsoaked Guard logic. He will not heal himself as often if he is low HP and the player is nearby.

-Added an aura visual for Extra DMG modified Named Enemies, and slightly nerfed the +DMG multiplier for melee enemies.

-Fixed minor issues with Mana shield effect

-Fixed various issues with Bloodlust not properly updating damage on the Stats page

-Added a few new Cape textures

-Added animation for Two Handed Swords. This was included in the Demo patchnotes since it is possible to get one from the Shop in the Halls of Pain, but they don't normally appear in the demo levels.



thanks for reading! let me know if there's any other bug that escaped my wrath.

Update v0.29b

greetings!
this is a quick update to fix some minor issues discovered yesterday

Update v0.29b:

-Fixed movement glitch with doors which would cause players to get stuck in their current animation

-Fixed issue with being able to cheat item requirements

-Fixed issue with being able to break your stats by attempting to swap to your other loadout causing you to lose stats needed to keep equipping slots in the previous loadout, which would incorrectly calculate your current stats.

-Fixed being unable to use the Spellwheel on its own after using ESC to close the Spellbook tab.

-Fixed rare issue of losing a Spellwheel slot that has a spell after losing Intelligence then trying to use the slot's hotkey, causing the slot to break the wheel, rendering it unusable.

-Fixed typo on Bull's Item Modifier

the update is available now!
thank you for playing and reporting bugs. should you find any more, please let me know!