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The Cape-ability Update v0.28

greetings and well met, friends

today is a fine day, for it is patch day! and what a fine patch it is. i had plenty of feedback to review thanks to many players deciding to stream or record their gameplay and voice their thoughts, and i must once again express my gratitude to those who have done so and especially those who reached out with bugs to fix and errors to correct.

i will also once again outline the current standing of the game and what remains to be done before the 1.0 release is ready, you can find this brief recap after the patch notes.



alright, here comes the update!
Update v0.29:

General:

-Cape items now no longer have an 11 Intelligence requirement. Your character is smart enough to put on a cape by default.

-Spells behave as Combat Arts in regards to being remembered when switching loadouts. Meaning if you equip a spell, switch to your backslot, equip a Combat Arts, then return to your original loadout, you will auto-equip the first spell. Combat Arts no longer overwrite any spells held in a loadout.

-Added the Holy Rend spell

-Increased starting Mana from 20 to 30.

-Increased Manacost of the Shield Bash Combat Art, but also expanded the reach of the shield.

-Changed how spell animations and spellcasting cooldowns are controlled. Previously, you could not move at any point during the casting animation. This would be a pain if you wanted to cast and quickly move while holding a bulky two hander weapon, as they have long cast times. You will now be able to cast, and begin movement as soon as the spell is cast, ignoring the end of the animation as it resets to an Idle state. However, the spell cooldown will remain the same, meaning you can't move to reset your spellcasting cooldown. Simply put, you shouldn't notice a difference if you stand still and cast several spells back to back but kiting an enemy will feel better.

-Changed how enemy chance to hit is calculated. Having higher dodge values will have less effect.Y ou most likely won't notice much difference in the demo version of the game, as this was more of a fix for the later stages of the game.

-Added more trap rooms. Every randomly generated floor in the game now has at least one trap room.

-Added more item modifiers, such as Reduce Ranged Damage %, Double Potion Effect, +Armor/Dodge on Rings, and some more rare ones for you to find. Some modifiers, like Manasteal, Mana on Kill, Wand Projectile Multishots, and others have been rebalanced to no longer drop on the first floor under normal circumstances. However, rarer modifiers will drop more often.

-Changed item drop rate mechanics. An item can no longer be spawned consecutively, meaning you cannot open a chest to find 2 swords.

-Reduced chance for an dropped item to be two tiers lower than the current level.

-Added a new enemy in a section of the Halls of Pain. They have temporary VFX, but they pack a punch!

-Balanced the Shop system further. The amount of items that are two tiers above the current item tier has been reduced, and the item level of items is reduced from +2 to +1, with a 25% chance to roll +2.

-Greatly increased the chance for unique items to spawn in general with a further increase when looting Rare Chests.

-Buffed old Unique items such as the Wand of Infection and Sir Sterling Swift's Splitter to be more in line with the latest ones.

-Buffed Fetish Idols and Two-Handed Staves slightly.

-Bloodsoaked Guard will heal less often for more HP.



Misc. :

-Improved Fire Arrow visuals

-Mimics will only trigger mimics in the same room. Mimics in other rooms that hear a mimic wake up will no longer awake.

-Thunderdisk bounce off more world objects, like the Alchemy Tables

-Improved blood spray visuals for mimics

-Improved the behavior of ranged named enemies further.

-Most enemies will randomly walk around more often if they don't notice the player.

-Nerfed the Armor/Dodge amount of most armors and shields, namely Robes, Caps, Long Wooden Shields, Leather Armors, Reinforced Shields, etc.

-Slightly increased the hit-chance for the enemies in Lower Dungeon 2

-Slightly reduced the attack cooldown of Skeletons

-Being frozen will now also reduce the cast time for combat arts such as Reflect Projectile or Shield Bash

-Experimenting with improved collision detection on certain enemies, namely all Cultists. Will be iterated further.

-No longer can roll +2 All Stats by default, the maximum is +1 unless the item is specially crafted through clever means, at which point the maximum allowed value is 2.


Bugfixes:

-Finally fixed the dreaded Attack-move bug, where if you issued an attack, then issue a move command within 5 frames, you would play out the attack while also moving.

-Fixed incorrect enemy aura sizes for certain enemies.

-Fixed crash when saving and loading a game that has an aggroed chest mimic

-Fixed crash when refreshing shop if the player has Rhiri's Cover equipped.

-Fixed issue where incorrect combat arts will be displayed if you have a Wand and Fetish Idol in the back loadout.

-Fixed minor movement issues when holding both LMB and RMB

-Fixed minor UI issue with the Help menu appearing when not requested

-Fixed some issues with the Cult Sacrifice animations

-Fixed some minor pathing issues in Halls of Pain

-Fixed issues where a specific key (Spell 4) wouldn't properly rebind itself

-Fixed Artam's NPC textbox glitching out if you interact with him again while the textbox is active.

-Fixed issues with inconsistent volume for certain elemental attack modifiers

-Fixed some Combat Arts icons not updating when mana-drained

-Fixed some minor dungeon generation issues

-Fixed rare chance of enemy dying with their navigation agent still turned on, meaning they could be pushed around.

-Fixed Staff icon not being set properly after weapon is thrown.



With that out of the way, currently the game is nearing completion. Some levels require improvements and polish, certain spells still need work, but the bestiary is finished and almost all items are done. The current plan is to participate in the upcoming Next Fest, which will contain some nice new key-art, and to slowly wrap things up and get the full game in your hands. Of course, along the way there's balance, balance and more balance to do, but things are moving as expected and the full public build is in sight.

As always, I encourage you to write to me with your thoughts, questions, suggestions or any feedback. I am always interested in hearing what you have to say.

I hope you will enjoy this update and thank you for reading and for your continued support.

best
-osur

No Time To Loot Festival

[h2]The No Time To Loot Festival is now live 💰💎[/h2]
[h3]A week-long celebration of the most addictive dungeon crawlers and loot-heavy games on Steam[/h3]

It's an honor to have Tower of Kalemonvo featured alongside titan of loot like Darkest Dungeon, Brotato, Noita, Crypt of the NecroDancer, Gloomhaven, and so many others! Thank you once again to Ravenage for all their hard work organizing this event!

https://store.steampowered.com/app/2351860/Tower_of_Kalemonvo/

Tower of Kalemonvo receives regular updates to it's demo, refining the systems and gameplay over years of development to ensure this is the ultimate throwback to your favourite ARPGs of old. Please give the extensive demo a try, and share any bugs or feedback you might have (on Discord or in Steam discussions) so we can continue to improve that experience. And don't forget to add it to your Wishlist!

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