The Return of the Bugfix


Well met, gamers.

Another fine update awaits you today, focused on fixing bugs and issues and improving previously added features. The main updates consist of redoing the Bone Wizard into a new ranged enemy, empowering the Faceless, a lot of enemy balancing, improving pathfinding and obstacle detection, a few map generation changes, and as always a minor content patch.


Before we get into it, I also have a trailer now!

Tower Of Kalemonvo Trailer - YouTube


I can't into video editing, plus the max quality of this free trial editor is 720 (in the year 2022, go figure!) but it'll do for now. Really, the main goal was to showcase the speed of the game, since it's impossible to tell from screenshots alone. Once things near completion, I'll acquire a nice and shiny video editor and make a nicer trailer (or pay someone to do it for me).

Without any further delay, here's the patch contents:

-Upper Halls should load twice as fast, and all issues that would cause it to sometimes stall/crash due to weird generations have been fixed. The level will always generate, with the exit room being between 3 and 7 rooms away from the start room. The size of the level has also increased on average

-Upper Halls room have much more doors by default

-Replaced the Bone Wizard with the Cultist enemy. The design principles are the same - a slow moving fireball caster who likes to relocate when able. Only difference is the model and animations - the Cultist clearly telegraphs their next move to allow the player ample time to dodge a projectile or to rush them in melee.

-Fixed being able to push certain ranged enemies if the player were to try and stand in the space the enemy occupies.

-Improved the pathfinding obstacle areas created around enemies when they're standing still. This is an absolute nightmare to get right using Unity's default pathfinding/navmesh options. I'm still not 100% satisfied, especially since if you happen to want to move to an area  occupied by another enemy which you can't see, it won't behave nicely and will slow down the player. Rubbish. Over time this will be slowly fixed, but for now the current methods work OK enough

-Fixed all the movement issues on the Bloodsoaked Guard (again). This time he should be nice. His HP was also nerfed by a good amount.

-All enemies now have different accuracy and chances to be hit. Previously only a few would have values different than the default, but it has been changed to make the early game easier, and to ease transitions from level to level. A lot of difficulty comes from fighting enemies as the very beginning of a level due to lacking the appropriate level gear. This should make these periods feel a bit easier, while maintaining the difficulty. In general, archers and ranged enemies are easier to hit, large melee enemies are both easier to hit and have a bonus to hitting the player, enemies with shields are harder to hit with ranged attacks, and so on.

-Added the Evasion modifier. Some named enemies will be able to dodge 50% of ranged attacks. The arrows will go through them, and can hit other enemies.

-The Faceless now have Evasion by default! They are also faster and have a high chance to hit, but their attack rating (armor penetration) was drastically reduced.

-Nerfed the HP of all early game enemies.

-Nerfed all the Ancient Skeletons, they have less health and less attack rating.

-The Multishot Combat Arts have the angle between arrows shortened, meaning the arrows are much closer together.

-Fixed all issues with Teleportation. It should work as intended for all circumstances.

-Fixed all issues with the fire shield modifier. Only melee attacks will deal damage to the player,

-Fixed all issues with the melee combat arts, with regards to the mana drain timing, the damage values being inaccurate, and a lot of other minor bugs.

-Nerfed the Unusual Damage modifer being able to proc a second time when the minimum damage is already 0, effectively increasing the maximum damage with no penalty.

-Fixed music fadeout not working as intended if some music settings are changed.

-Levelling up requires less EXP starting at level 3.

-Fixed attack speed description being too broad, and displaying "Very Slow" for Two-Handed weapons which had +Attack Speed modifiers

-Fixed the Giant Fly enemy time not wandering around after spawning

-New Art for some items and spells

-Fixed being able to cancel the death animation (but still remaining dead)

-Fixed issues regarding Respawning, such as spell icons remaining and inventory problems.

-Improved a lot of enemy colliders

-Fixed Music Changes sometimes not occurring if the player respawns from one of the later levels

-Reduced the size of some spell visuals

-Added 4 rooms, 1 Unique Item, 1 New spell

And a lot more smaller bugfixes not worth mentioning.


As always, since this version doesn't include a new level, I advise players who have played through all of the available levels to wait until a new level releases before playing again!

My current plans for the next update include:

-Redoing wands to make them ranged weapons (and giving them nice art)

-More pathfinding improvements

-Adding Skeleton specific buffs (such as the inability to poison them)

-Fixing minimap issues when saving and reloading

-Performance fixes , such as solving stutter when a bunch of items spawn at an inconvenient location and enemy AI inefficiencies

-Being able to rebind keys

and so on. 


Expect the next (large) patch to be in September, but as always, a bugfix patch takes precedence if a lot of issues are discovered through playtesting.

Thanks for reading!

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Comments

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(+1)

Good to see another update out. Will most likely try to play through it tomorrow.

Also, you can try blender for video editing. Last version I tried was 2.79 and it had some issues, but aparently they improved it a lot since then.

I had no idea blender could do that - that would've saved me quite a few headaches.
Feel free to skip this version, though - there aren't that many new things to justify another full playthrough, especially since at this point it can easily take 2 hours to reach the very end!

Thanks either way!