Flesh Priest and Correct Saves


Greetings and well met, friends!

Today is a good day, for it is patch day! And what a patch I have to share!
While I didn't get through the entire bug/feature list, there's quite enough to warrant a patch. It also contains quite a nice major change that will alter the way the game is played! I hope you all enjoy.

Before I list the changes, a few words:
If you haven't joined the Discord server for the game, I encourage you to do so! The invite is  https://discord.gg/RFAveQVkRz
With that, the current plans for the game are as follows:
>Go through the current issues/bug list
>Make a new trailer - the current out is horrendously outdated
>Get a Steam page going! I'm unsure about the specifics, but it's always best to have the page earlier rather than later!

And that's the news. Thanks for reading, and I hope you enjoy this fancy new patch!

Patch Changes:
-New Enemy: The Flesh Priest. You can find him in the Upper Halls and his upgraded variant in the Skeleton Pits. Watch out, he's tough!
-Upgraded visuals in the Burrows. This is a tester only level still, but it looks much nicer than before!
-Added QuickSwap! Press ` to switch between what's in your hands and what's on your back. The back slot weapons are visible on the Player at all times. Handy to switch between a sword and a bow in an instant!
-New Icons for many spells and items
-New Models for some items
-Added Experience bar to UI!
-Removed Lighting Damage effect that made missed projectiles go through enemies to allow hitting another enemy
-Buffed Mind to give 3 mana instead of 2
-Buffed Burrows and Breeding Grounds enemies slight ( slightly more speed and attack speed)
-Normal Items now have more descriptors to show their quality (-/+ Armor/Defense/Damage/Attack Rating)
-Saving/Loading works properly for all levels. Only issue leftover is some minimap walls will be shown incorrectly. This will be resolved in the next update.
-Game will Autosave when entering a new level (The autosave WILL overwrite a previous autosave)
-Added a fun modifer to Sun Cult Warriors. They will become enraged if attacked by projectiles. They will move and swing faster depending on how much damage they've received from projectiles. Only works if the source is not in melee range.
-Fixed Golden Goblin bugs with the previous new modifiers
-Added Door sounds
-Added Menacing Obelisks in other levels and locations
-Added opacity controls to the minimap (-/+ on the Keyboard)
-Changed some Door interactions. You cannot target a door as a valid attack target anymore. You also can only close a door by clicking - you can't interact with an open door by holding down Left Click. This is to prevent accidentally closing doors  with Left Click when walking through them
-Reduced the amount of times the Player complains when things are on cooldown or if there is insufficient mana

Bug fixes:

-Fixed inventory bugs with selecting 'Try Again' on death
-Fixed bugs with Manashield and Airshield not properly terminating
-Fixed reloading when Poisoned keeping your Poisoned status
-Fixed being able to kite the Bloodguard. He behaves like all other units that respond (angrily) to kiting
-Fixed some props behaving weirdly in a loaded game
-Fixed destroyed barrels respawning incorrectly on loading games.
-Fixed permanent health modifers not being saved
-Fixed some item modifers not being saved properly (Namely the +All Stats modifier)
-Fixed some props preventing mouse clicks on them or behind them.
-Fixed Spitters and Faceless getting stuck in a Feared position
-Fixed mouse clicks clearing the "Press Any Key" screens
-Fixed some door transparency issues in Upper Halls
-Fixed Obelisk spawning incorrect enemies if you get the "Spawn a Named enemy" roll.
-And many more minor things


Thanks again for reading!

Until next time,

-osur

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Comments

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(+1)

Quickswap sounds like a great addition. Sun Cult Warriors became even more troublesome. I always look forward to checking how the game develops.

Thanks for checking it out!

(+1)

I look forward to playing on next even numbered DD. Also great new avatar.

(+1)

Didn't have much time so I played it only for a short while. Here are some thoughts.

Weapon swapping is great, and the fact that you can see your weapon on the back of your character is even better. All games should have that.

Suggestion: Consider adding potions on the hotbar to the character model too. They are small and would be barely visible, but it would still be a nice touch.

Zooming the minimap is nice too. Consider adding a zoom function to the overal gameplay. I don't think it is necessary, but some people might need it.

I also noticed the improved graphics in some areas. Good work. 

Since the graphics improved quite a lot in recent versions, you should consider focusing more on effects. Spell effects could use more work to be more flashy, subtle swing trails for melee weapons, arrows breaking  and falling on the ground when they fail to damage the enemy, sparks flying when your melee attacks fail to damage the enemy, things like that.

No bugs to report too. Everything worked perfecly for me. Keep it up.

(+1)

Thanks for the feedback!

The potion suggestion is quite clever, I'll try it out and see how it fits.

I agree that the particles are weak. I'm slowly ramping up the quality there now that I have the nice Spell images. Things are coming into place, slowly but surely.

I also saw your progress in threads recently! Keep up the good work, we're both gonna make it