Patch for your troubles
Whoa it's been a bit huh?
Yes I am still alive and yes this project is still in development - I just prefer having several big updates instead of publishing every time I fix a typo or change a shader. This one also took longer since I've been dealing with bigger changes to the game, as well as tricky bugfixes. In this large patch, you can expect the following:
-You can now backtrack between levels! There will be a staircase created at the room you spawn in when entering a new level, which will bring you back to the previous level. The returned level is recreated, and will contain the same room layout, same enemies, same named enemies and same world objects, but their uses will NOT refresh. There is no way to return to the earlier levels upon reaching the Burrows, but you can travel between it and the Pit. Speaking of, ...
-New level! This is a sidelevel you can access from the Burrows by going North West upon spawning. The Skeleton Pit uses a brand new generation algorithm, which ended up being much, much superior to the original one. With this one, I attempt to:
a) Delete overlapping walls/pillars to create a smooth looking dungeon
b) Create a uniform looking design by having precisely designed rooms to prevent things like ugly height differences or weirdly overlapped/positioned walls
and c) have it spawn really, really fast.
It spawns much faster than the other floors, but still has some issues securing a special room, although it's much better than what we've got on the Upper Halls currently. There are 3 bosses guarding a rare chest in there, but it's meant to be a detour dungeon. The old ending is the same still - kill the Pureblooded Bugman to finish the game
-New enemy type: Skeleton Archer. This is the stepping stone to creating ranged weaponry for the player to use! So far so good! Expect to see a lot of him in the Skeleton Pit
-New Named Enemy Ranged modifier, Multishot! Don't try to fight guys that have this in melee range, trust me.
-You can now hold left click for EVERYTHING, instead of clicking. You can do this both in combat to kill, or out of combat to move around or interact with objects. This is the first iteration of this, so it bugs out if you click on the edge of walls, but I just wanted to get it out so people would mess with it.
-Outlines over enemies, items, objects to help you visualize what's interactable! Stairs aren't done yet, but same as with the above, it's the first iteration and I want to see how well it holds up.
-Thunderdisk rework! It works as I've intended before, going through enemies and bouncing off walls! Nice visuals too
-Enemy Movement changes! I've refactored everything, so while it isn't noticeable yet, it's now much easier for me to dictate specific movement differences between enemy types. Same thing with items!
-New Music for the later levels! Because the original track gets really boring really fast
-New visuals for some world objects and the UI, along with some UI updates for the inventory. You can also see your chance of getting hit by the last enemy who hit you by mousing over your Defense stat!
-And a bunch of other minor things for you to find out!
This patch comes with its very own already recognized list of bugs. They are as follows:
-The Upper Halls level sometimes takes a while to load. Your game didn't crash, it's just really trying its best to make a new level. For those who don't know which level that is, it's the first music change!
-Click to move freaks out on clicking walls at a specific spot. I'm working on it
-Unknown item spawning FPS drop issue. Sometimes, items spawn and tank FPS. No clue why since it's really annoying to duplicate, but I'm working on it too.
If you encounter something NOT on this list, let me know! As far as I can tell, there isn't a single game crashing bug around. Maybe I'm wrong, but that's why I published this. PLEASE tell me if your game crashes, and when it did so.
Otherwise, I'll pump out several bugfix patches soon, based on what I figure out.
Thanks for reading and see you next time!
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 |
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