A nice big patch
Latest Build notes:
-Added another level, with two brand new enemies and all new rooms
-Redid the way spells were learned. The shrine will now drop books, which
also drop more frequently to allow experimentation with an +Intelligence build.
Books also base their requirements off of the current level of the spell, instead of a
flat, unscaling requirement.
-More items.
-Almost all items now have a visual 3d object, represented on the ground and on
the player model
-More magical item attributes
-Magic items now have better name generation
-Magic items now have random color values to differentiate them from normal ones. These colors also are seen on the player model
-Magic items now drop from a loot table instead of randomly. Items will now spawn mostly on the level equal to the item level (basic items at the start of the game, better ones later on)
-Two handed items are now visible on the player model, and come with their own basic animations
-Fixed all known inventory bugs and crashes, including the fabled potion bug!
-Improved room generation. There shouldn't ever be an issue with generated rooms.
-Improved creature spawning. Some enemies are set to spawn less often, and rooms will now be less filled with only one type of enemies (with some specific and intentional exceptions)
-More shrine effects, and changes to the existing ones!
-More named enemy buffs, with visuals added to some of the old ones
-Fixed Frenzy named enemy aura to work properly, instead of being hardcoded to which enemies it applies to
-Added attack speed and attack accuracy to items
-Improved item information displayed on hovering over items in your inventory
-Solved legions of bugs and issues
-Improved wall transparency when player is behind them. Still needs a bit of work, though
And many, many more smaller things.
I hope you enjoy this game! Feel free to reach out to me for any comments or discussion. Development for this is far from over, expect a smaller patch soon, and another large one before summer. The groundwork for most of the major aspects of the game scripts are finished. Slowly I will begin to add large amounts of content, and start working on the atmosphere and story of the game.
In detail, the next large steps I intend on doing are as follows:
-Another level using the visuals from the Upper Halls
-A level beyond the Bug level, continuing the progression. It will use a different generation script, since it will be 'tunnel like' instead of 'room like', similar to the cave sections encountered.
-Save/Load!
-Switching levels and the ability to return to a previous level. Currently, when you go up a floor, you're stuck there. Time to fix this bit.
-Adding a roof-type visual to highlight where rooms end and empty spaces begin. This is an oddly complicated problem, but I have a solution in mind when it comes to fixing this.
-Pathfinding improvements, including fixing enemies getting stuck behind doors.
The next smaller steps are the following:
-More spells, and fixing some of the old finicky ones like Yawp (disabled currently), Shocking Strike (the knockback) and Summon Snake
-More enemies, with 3 already waiting in the pipeline
-Looking into adding ranged weaponry, and other item types.
-New structures to add a bit of choice for a player's equipment. Think 'trader'.
-Other smaller ideas and general content. Gotta add more of everything, one step at a time.
Thanks for reading
-osur
Files
Get Tower of Kalemonvo
Tower of Kalemonvo
Hack and slash ARPG inspired by Diablo 1
Status | In development |
Author | osur |
Genre | Role Playing, Adventure |
Tags | Action RPG, arpg, diablo, Dungeon Crawler, Fantasy, Hack and Slash, Isometric, Roguelike |
Languages | English |
More posts
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- Hotfix City, Population: MeMay 07, 2024
- The Wizard Held Captive Update v0.27May 02, 2024
- The Armory Restocked UpdateMar 04, 2024
- A Model UpdateJan 04, 2024
- Depths of MadnessNov 23, 2023
- Fixes for fellow friends and Steam DemoOct 04, 2023
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