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Tower of Kalemonvo News

The Armory Restocked Update v0.26

greetings and well met friends!
this update took a lot of time, but it has finally arrived. many things were added - more than i expected! but nevertheless there is still work to be done. until then, please enjoy the update.
let's go over the changes visible in the Demo version of the game. as always, there's a lot of other things happening under the hood, but these are all the changes that will affect the demo.

Major Changes:

-You can now choose between the two protagonists: Athanasi and Kira.

-Both protagonists have alternate models depending on the clothes/armor they wear. the demo contains 3 outfits: Cloth, Leather, and Robes. There is a chance to obtain the much rarer 4th outfit, the Plate Armor visual, through some rare and secret means.... maybe you might get lucky at the Shopkeeper?

-Both protagonists have distinct voices and have more responses to what they might encounter in the Dungeon

-Slowly rolling out more enemy model improvements, starting with the Giant Flies enemy type.

-Various balance changes regarding Bows and Two-handed Weapons. They should feel more on par with One-handed weapons

-Various SFX improvements across the board

-Added experimental On-Hit Stagger animation for the player when taking damage, which interrupts attacking and movement. The fate of this mechanic is undecided - I'll monitor the reception of players and tweak it as I see fit

-Items dropped in the dungeon remain there forever.

-Replaced Bug-Report UI button with "Toggle Enemy Outlines"

Misc Changes:

-Balance changes in items, especially with Wands, Bows, Two Handed Axes, and Cloth Armors

-Added several new Unique Items with their own mechanics

-Added several new rooms

-Added more perils to the dungeon, including trapped chests and trapped rooms. Also changed certain rooms to favor enemies more than the player

-Added more positive shrine effects to encourage players using them.

-Greatly Improved landing position of dropped items.

-Added multiple minimap icons for objects

-Changed pathfinding logic to try and pick intended destinations a bit better than before

Bug Fixes:

-Fixed loaded game sometimes not keeping visual track of Cauldron Heal uses

-Fixed issue with Vedomot's Lever object sometimes not appearing when loading a game

-Fixed multiple visual issues with the Save Game UI popup

-Fixed several issues with enemy outlines and enemy mouse over effect not working under rare circumstances

-Fixed movement bug caused by trying to drop a weapon on a swap when the inventory is full and the player has Right Click to Equip/Drop enabled

-Fixed rare bug of duplicating Bookshelves

-Fixed Alchemickal table not working on Halls of Pain if the player loaded a save of the level

-Fixed certain instances of pacifism from the Bloodsoaked Guard or Faceless that entered the Fear state

-Fixed Named Enemy color mismatch for Skeleton Archers

for now that will be all. i leave you with some more concept art of an enemy that the players will meet several hours into the story , the War-Mother. they usually have a big entourage of friends that benefit from the auras they provide. watch out, they're threatening foes!

Hotfix v0.25a5

greetings fellow adventurers
this patch is another minor hotfix to address some bugs you've found, it'll hopefully be the last one until the next update. i also included a minor balance change, since i believe the bows ended up being too weak.

Balance:
-Changed the amount of agility needed to remove the ranged attack speed debuff the player stats with from 30 to 25. Meaning, the player will attack slightly faster with all ranged weapons

-Increased the base Attack Rating of the Simple Bow.


Bug fixes:
-Fixed issue with Cell Doors being treated as a solid door under specific circumstances

-Fixed small collider issue with Cell Doors

-Fixed issue with enemy particles being forcefully activated if the player died and reloaded an autosave from the same level



as always , thank you for playing, reporting bugs and leaving feedback!

best,
-osur

Hotfix v0.25a4

greetings fellow adventurers
this patch is a minor hotfix to address some bugs you've found.

-Fixed a bug which lowered Skeleton Captain health.
-Fixed minor pathfinding issue with Cell Doors
-Fixed inventory bug with swapping items where the buffs from the item would sometimes stay despite the item no longer being equipped.

thanks for playing and reporting bugs!
-osur

New Years Update v0.25

greeting and well met, friends.
we have arrived in the much sought-for year 2024! i hope it will be a good year for games, gamers and gamedevs.
today, i am proud to release another patch for the Tower of Kalemonvo Demo. this patch includes many bugfixes and balance changes, as well as some nice fancy new things. let's go over them!

Major Changes:

-New Main Menu, with a new music track to accompany it

-New Models for Skeletons and Maulers (and their variants)

-Many new item sprites


UI:

-HP and Mana orbs become brighter as they deplete to help readability

-Pressing Escape while the Spell Wheel is open will now close it, like with all other UI elements

-Removed the delay/stutter upon opening Save/Load menus if you had many (10+) saves

-Added keybinds for Quicksave and toggling enemy outlines


Misc Changes:

-Buff visuals now fade depending on their remaining duration, meaning you can gauge remaining time based upon the opacity and size of the visuals

-Changed Dungeon Generation to reduce the amount of identical rooms in close proximity

-Being Cold Debuffed now properly slows Player Casting animations. While casting, the player may no longer move.

-Fixed Lashing Claw (Vedomot's Unique Scimitar) sometimes resetting it's bonus damage upon destroying barrels

-Added several new unique items and a new item variant

-Improved overall performance slightly. Should be a 10-20 FPS increase across the board.

-Improved sound effects for some spells
-The Rally Point will now only heal you once -it functions identically to a fountain.


Balance:

-All ranged weapons now base their attack speed on the player's Agility Stat. It takes 30 agility to return to the previous default values. There is no Agility limit, and the attack speed can easily exceed twice the previous speed if given enough stat points.

-Increased restore amount from all potions

-Changed the way Skeleton Captains are spawned. Previously they had priority over Named enemy spawns, which would reduce Named Skeleton greatly. Now they will only spawn after failing to spawn a Named enemy

-Added a new Skeleton Captain variant: the Axeman

-Added Skeleton Captains and Axemen to Lower Dungeons 1

-Increased Skeleton navmesh obstacle sizes again, which is the size they take up when calculating pathing.

-Added more chokepoints to the Halls of Pain

-Added a Alchemickal Table to the Halls of Pain

-Improved lighting in the Halls of Pain when casting many spells or projectiles with light sources


Bugfixes:

-Fixed Lightning aura messing up enemy attack speeds under rare conditions

-Fixed a slot in the Shop being incorrectly numbered, leading to a potential overlap of items

-Fixed Skullcounter in shops incorrectly showing your skull value after purchase

-Fixed dropped Silver Skulls losing their outline visuals

-Fixed objects not losing their outlines in rare cases

-Fixed the Magic Staff not behaving properly when thrown as part of the Hurl Weapon Combat Art

-Fixed Teleport To Exit sometimes not working after dying to the Bloodsoaked Guard then starting a new game

-Fixed Phantomize not dodging projectiles

-Fixed height inconsistency with some rooms in Lower Dungeons 2

-Fixed some transparency overlap issues with plant circle props and some spell effects

-Fixed issues with displaying manacost as 0 with some spells (Icefloor and Ice Circle)

-Fixed Faceless enemy types being incapable of receiving aura buffs

-Fixed loading a save sometimes not displaying the stowed back weapon

-Fixed Named Enemies sometimes incorrectly taking other enemies as their underlings instead of only the enemies it spawned with.

-Fixed several issues with the item locking mechanism that would cause inconsistencies in equipped items or allow item duplication.


What's next?

currently i am working on new content. the demo consists of 5 levels, while the internal testing build has 14, which another several in the works.

another priority is changing the player model to allow visible armor and capes. there are also a few new models that need to have their animations finished. this should be ready by the next version, which i am currently planning for February.

here's a sneak peak of a redesign!



and lastly, have a listen at another music track you can find in the UPPER HALLS level, the first post-demo level.
[previewyoutube][/previewyoutube]


i wish you all happy holidays! as always, please let me know if you have any thoughts, suggestions or bug reports.

all the best
-osur

v0.24b Hotfix

greetings
this small update contains some bugfixes gathered since the update hit

-Fixed several issues with Saving/Loading regarding the Bloodsoaked Guard room
-Fixed several issues with Saving/Loading Magic Staffs in the shop on the Halls of Pain level
-You can now reroll the wares in the shop properly. It costs 2 Max mana to use the reroll.

thank you to the testers who have taken the time to report these issues to me!