First pass at Spring Cleaning


Hello gamers,

As previously mentioned in the last devlog, here's the first part of the Spring Cleaning update I'm working on!
The goal of this update is to add polish or general missing bits that are expected or commonplace, with the goal of reducing interface hostility for newer players and balancing the game's difficulty. As always, there are several hundred changes and a lot of balance fixes, but I will highlight those I find most important. One thing I didn't have time to finish but that was on my wishlist was expanding the Breeding Grounds level to a two-parter. While this project is not on a deadline, I am submitting it to some game jams/events/demo days which will be held in the upcoming days, so major changes like adding a new level need to be thoroughly tested before I ship them on a new build. Expect it to be in the next content update - I promise !

As always, if you've played through either of the last two versions, feel free to skip this one. I will always recommend players to wait until there is a new level or new playing mode added before playing through the game again. I'm planning of having another content surge as either the next version or the one after. Until then, sit tight!


So, here is the changelog:


-General UI Improvements! The Stats page, Spell page, Help window, Bug Report window and Hotbar got a bit of a facelift some color coordination work

-Added new weapon class: The Crossbow! Compared to the bow, it fires much slower but has better accuracy and damage

-Added enemy behaviors!
Some enemies will stop moving when hit by a projectile, allowing the player to stunlock dangerous foes from afar
Most enemies will now get angry when you kite them, reducing their attack windup time considerably the more you kite. This makes kiting
much more difficult to execute, and being surrounded is deadly (as it should be!)

-Most enemies were buffed! The most buffed enemies were the Unseen, which will flee less often, and now have a very fast windup time. They will effectively attack twice as fast on average.

-Combustion Spell facelift: Updated visuals and behavior. Will now leave a shadow on the ground after casting, which shows the range of the spell. The explosion will now also harm the player! The range of the explosion has also been reduced significantly

-Fixed plenty of bugs regarding loading a save that occurs on the same level the player is presently on

-Fixed a bug that prevented the player to change visuals when hit by a slowing attack while having the bow equipped

-Fixed a bug that allowed clever players to have infinite stats

-Fixed a bug that allowed Flaming Skull projectiles to deal no damage

-Fixed a bug that prevented the Slow spell from returning visuals to specific enemies

-Fixed doors slowing down players when turning next to them on the Upper Halls level

-Fixed colliders on the arches in the Lower Dungeons

-Buffed Unreliable damage

-Golden Goblin will now properly prioritize item modifiers that only occur once between the three items instead of giving them the same value as randomly generated modifiers

-Golden Goblin will now have custom names for bows and crossbows


That's it for now! See ya in a few weeks

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