.21 Bugfix and Balance Bonanza
Greetings and well met
Progress continues, and on this fine Friday I found a list of features and fixes.
Let us begin!
Gameplay:
>Changed how collision with enemies works. Enemies no longer slightly slow down when approaching player. This will get tinkered with some more.
>Clicking Inventory items now works based on what slot/part of the item was clicked instead of automatically assuming the user clicked the top left slot. You can reenable the old method in the options
>Loading screens now eat player inputs until the "Enter any key" section, at which point it wont activate whichever key you press. If you pressed "I" on this screen before, the game will begin but your inventory will also simultaneously open. Now it works as expected.
>Changed Loadingscreens to VP8 format so they work on Linux.
>Removed save slot cap. You can have as many saves as you want. Also improved save/load UI to match a higher capacity.
>Dragging items around inventory is improved. Fixed a bunch of drag-related inconveniences when dragging over specific UI elements.
>You can now click-drag potions from the Hotbar as you would an inventory item.
>Items should no longer be obscured by staircases
>Added a bunch of tooltips and highlights to make it easier for newer players to understand Spells/Quickswap/Combat Arts
>Spellwheel improvements regarding UI and shrinking/increasing values when equipping Intelligence items.
>Combat arts improvements. Player should no longer freeze when using a specific combat art input, they should follow targets, they are able to be used when behind doors, and a few other minor fixes.
>Fixed issues with unique item icons and wand icons being improperly applied on loading saves
>Prevented Buff stacking. You can no longer have Bloodlust and Freezing Strikes applied simultaneously.
>Added on-hit bloodsprays to some enemies
>Added some new weapon icons
>Items will no longer randomly roll the bright pink color.
>Added visuals to Piercing Shot
Balance:
>Added Shield as a starter weapon
>Added Dash combat art
>Buffed Staffs and Two Handed weapons some more.
>Nerfed Throw Two Handed Weapon damage
>Added a % for +Mana on taking damage shield modifier
>Nerfed bow/wand attack speed slightly
>Lifesteal and Manasteal cannot be rolled on items before the Halls of Pain
Bugs:
>Fixed UI bugs with elemental damage colors not applying in certain condition
>Fixed dead enemies not cancelling their attacks and having them land despite the player killing them.
>Fixed some Named enemies losing their color modifier on poison/cold status effects
>Fixed disappearing books
>Fixed some incorrect item descriptions.
>Fixed issues preventing correct item name combinations from applying
>Fixed Scythe not dropping
>Fixed some issues with Vedomot's sword incorrectly working in backslot
That's it for now. There are still some bugs left to do, then we will proceed with newer content
Until then!
-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 |
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Comments
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>You can now click-drag potions from the Hotbar as you would an inventory item.
Thank you! I really wanted this, but didn't ask for it, so I'm happy. Next time I'll try to remember to ask for things!