Fixes for fellow friends and Steam Demo
ahoy. today is a fine day, for it is patch day!
this version now exists on steam as well! how exciting. i'll still keep updating stuff here, but if you prefer steam you can always check it out there
i also submitted this game to REALMS DEEP 2023 and i got much more coverage and views than i expected, with a lot of feedback. i am very grateful to each and every single one of you for supporting the game on this journey. i hope i will deliver a product which will be an enjoyable experience for you all.
so this patch will address a bit of that feedback. after this, i'll resume my usual every 1-2 months routine, with the next patch being sometime in november.
as always, this is a minor patch so feel free to skip this one if you've played the latest build
so, without further ado,
Patch .23f :
Your saves SHOULD WORK just fine. Let me know if they don't.
New Content / Additions:
-Added infinite fountain in rest zones. They fully heal your HP/Mana and have infinite uses.
-Added a Potion Converter structure. Feed it mana potions, it'll spit out HP pots and vice versa.
-Open doors no longer block vision or projectiles.
-Swapping weapons remembers the weapon's last used Combat Art and equips it
Enemies:
-Enemies now no longer eat inputs or act as valid targets if they are not visible to the player
-When an enemy takes any damage, they will alert all other enemies in a small range around them.
-Buffed all named enemies' movespeed by a small amount
-Cultist Apprentice aggressiveness increased
-Cultist Apprentice will no longer wander around for long distances if player is in their line of sight
-Cultist Apprentice attack cooldown lowered (this is the time spent between deciding to attack and starting the attack animation. tis time is spent in the Idle pose)
-Named Cultist Apprentice attack cooldown removed
-Increased Cultist Apprentice and Named Cultist Apprentice damage by a considerable amount.
-Buffed Skeleton and Mimic HP
-Improved Bloodguard behavior and visuals slightly to help communicate his actions
Potions:
-Swapping potions in the Hotbar now plays a sound
-Removed small collider on the text at the bottom of a slot, which would block mouse input
-Potion slot type was never used since nobody knew of it. Game now starts with the first three slots bound to HP only.
-Potion slot type is now saved when saving the game
Misc:
-Terrain color bug fixed, which wouldn't save the proper terrain colors of a level
-Fixed a door navmesh issue which could block player movement
-Removed a collider from the broken shrine prop
-Slight animation improvements for two-handed weapons
-Fixed some UI bugs
-Nerfed Gimmiko's Hat modifier roll on Gaining Mana every 10 Hits
-Added two new dungeon room types
-More rooms got the rare tag, including the fountain rooms on Lower Dungeon 1
-Starter bow damage buffed. Can no longer start with 0-1 damage
-Changed some unique item properties, such as the Underworld Gladiator Helm
-Added some props to Halls of Pain
that's it for now. as always, thank you very much for reading. please let me know your thoughts and report any issues you may have.
you can always reach me here, on twitter, gmail, or in the discord.
Files
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
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- 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
Comments
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Grats on the steam demo release.
Small question. How are you going to aproach future bosses? The usual hit it untill it dies or do you have some gimick bosses planned?
i owe a lot to you for helping me find so many issues, and for the great suggestions over the years (time flies!). thank you!
>bosses
i like gimmick bosses, but if every boss is gimmicky then it loses the "cool factor". it'll be a mix and match, and some bosses will just be super-unique enemies that always spawn in a fixed position.