The Return of the Bugfix 2: Electric Boogaloo
Well met gamers,
Another fine bugfix patch is here upon us all, to address a couple of heinous old bugs and to resolve some newly discovered ones.
Fear not, my content starved friends! I have also included a couple of new things in this one. The patch will be available for download about 5 minutes after this is posted.
Firstly - the new goodies:
-The floor is upgraded across multiple levels! Looks much grimier now.
-Pillars from the first three floors will now match the ground color, instead of always being green.
-New 2Handed item to ease the midgame draught of 2H weapons. It drops starting at the Lower Dungeon 2.
-New rooms for Lower Dungeon 2 and Upper Halls.
-Both LD2 and Upper Halls have had their average size increased by about 3 rooms.
-Added another Golden Goblin somewhere in the game. Good luck finding it!
-Added sounds for when a Final Blow kills an enemy
-A lot of balance changes. The main difference is that LD1 is a tiny bit harder, and LD2 is much easier. The goal is to reduce difficulty spikes on the first few rooms of a floor. The rooms closes to the starting room of a level will also always contain less enemies on average
-Added a couple of spell effects to help determine the reach/range of spells
-Thunderdisk will now go through (and open) any doors it hits.
-Named version of enemies that can be stunlocked (by arrows or spells) now can no longer be stunned that way.
-Shortened corridor parts of some rooms to prevent a "corridor chain" type of dungeon layout
-More threatening enemy types (Maulers, Cultists, Trolls, Skeleton Captains) will spawn less often in packs, but more often alongside other enemy types
-Changed the Apprentice item suffix from granting ANY spell to only granting spells that would drop normally for that item level. No more level 1 Chainlightning.
-Wands now drop at all levels. This is all leading to the much awaited wand overhaul.
-Some item visuals updated
-UI visuals updated
-Updated Teleport button description when an Exit hasn't been discovered
Now for the Bugfixes:
-Fixed a lot of bugs that occur after dying and selecting Try Again. The big one was the dreaded inventory bug. It took me forever to actually determine the root cause of that, and it was due to an incorrect list clearing. Oops.
-A lot of optimization fixes that will increase the average FPS slightly. More importantly, they aim to reduce ingame stuttering on certain situations. More works remains to be done, but it's better than it was before. If you have a powerful PC, you won't notice any changes.
-Flaming Skull collider issues when casting Flame Breath fully fixed.
-Some animation errors fixed on attacking barrels
-Change icon dimensions in the Equipped Inventory slots for 1x2 items, like wands and fetish idols.
-Fixed named mobs not moving around after losing sight of the player, instead opting to stand still. Especially noticeable with Skeleton Archers
-Fixed Slow visuals when casting multiple times on the same enemies
-Fixed player not moving after being given several conflicting directions over a very quick period of time.
-Fixed conflicts between item pickups and movement when occurring very rapidly between one another. More work to be done in this area.
-Fixed Shrine effect that hides map/closes doors. Should work as intended now, although there was one reported error I've yet to track down. Report any issues with this should you come across an error
-Fixed incorrect enemy scaling on enemies spawned by shrine
-Fixed UI button glow remaining after pressing it
-Fixed boss aggro. All members of a mob will now target a player if spotted by any individual mob enemy.
-Fixed UI error with regard to naming a saved game
-Skeleton Archers now have a more variable attack timer like other enemies
-Fixed some Upper Hall wall transparency visuals
-Fixed Unseen having long attack ranges sometimes
-Fixed Lootable Body colliders
-Dying now automatically closes all opened UI tabs
-Fixed incorrect sounds playing sometimes when trying to cast spells while attacking.
-Fixed 2Handed weapon sounds on attack occurring too early
-Fixed poison tick damage not matching the poison visuals
That's it for now. More to come soon in terms of bugfixing/balancing either by the end of the month, or in September. I need to first see how difficult the current version is, since what is easily beaten by me might prove very difficult for newcomers and those not well versed in the genre. I think this version MIGHT need to be toned down a bit, but we'll see.
Thanks for reading and your continuous support!
-osur
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
- ToK Update v0.3067 days ago
- The v0.29 Cape-ability Update99 days ago
- Hotfix for your troubles Patch v0.28aJul 04, 2024
- The Shifting Strikes Update v0.28Jun 22, 2024
- 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
Comments
Log in with itch.io to leave a comment.
I will be playing through the newest version completely this weekend, but I just wanted to report quite a serious bug in the mean time.
I started the game, got to second level, saved and quit. Next day, after loading the game, I had no items and weapons. Same happens when I save, quit to menu and load without quiting the game completely. This happened on the latest version 0.15 hotfix.
Hey! Thanks f0r the report, it's quite a serious bug indeed. I appreciate you taking the time to let me know! It's always a blast to not touch a part of code only to have it inexplicably break.
Luckily it's a fast fix and you caught me right before I left for the weekend - I'm submitting an updated hotfix now. Since the issue here was in loading the save (and not the saving portion), your save file has no issues. If you'd like, you load your save in the new build and continue where you left off. You don't need to do anything on your end, the save should show up as normal. I tried doing it now and was able to load from the main menu without any hassle - the only messy part is the minimap not being accurate (you'll end in with some holes and some areas will be revealed), which is another nasty bug that I'm working on.
Thanks again for reporting this! I'm sure you know well how much this helps, and the updated version will be out within a couple of minutes of writing this post