Depths of Madness


greetings

it is a blessed day for today is patch day! not only is it a patch day, but it's a rather big patch day at that! there are many things happening behind the scenes, and work is ongoing for the many levels after the end of the demo. some things will be kept secret, but others will be revealed... now! take a listen to the latest track for floor #13

over time i'll slowly release the other composed music for the game on youtube for your listening and critiquing pleasure

until then, have some patch notes, starting off with some new content!

Version 0.24 - November 2023

New Stuff:

-New Melee Combat Art - Adrenaline
-New Spells - Ice Floor and Phantomize 
-
New Ranged Weapon modifiers - Ignore Evasion and Multishot
-New Inventory Concept: Slot Lock. For the weapon and offhand slots, if you have the respective backslot free, you can lock the slot to keep the held weapon when switching to back or front slots.
-New Faceless enemy model and animations
-New World Item: the SHOP. There are now multiple shopkeeps across the tower (only one in the demo, sorry!). They only deal in a rare currency which you can find in the midst of the gore you leave behind. The shopkeep has access to items of higher rarity, and all his items will have modifiers with stronger and rarer values. It is possible to roll an item with modifiers now otherwise found in the demo levels! how exciting.
-New Unique Items. See if you can find the Peripatetic cape! 


Changes in Mechanics:

-Increasing stats while at full HP will keep the HP at 100% instead of keeping it at the value it was before the increase. Same rules apply for mana.
-Slight changes to armor calculation. Enemies will do slightly more damage overall, with certain enemies being much stronger if you have low armor.
-Shrunk the size of doors in the first 3 levels. It is now much easier to funnel enemies into a doorframe to pick them off one by one.
-Arches no longer block visions like walls do. They now have the same behavior as statues (they block projectiles but not vision)


Balance changes:

-Increased the size of most enemies to make funneling them in doors easier. Skeletons kept their small size, so they are comparatively very difficulty to funnel. Ghouls and Maulers will block an entire doorframe by themselves.
-Buffed Cultists, Skeleton Archers and Flaming Skulls. They will all attack  faster by default.
-"+ % Resistance to Element" modifier values up for all levels. 
-Changed calculations when rolling basic item stats. Low Stat items (like the 3Dodge/0Armor Leather Hat) will now have a more variations. This change mostly affects "weak" items with a few combined stat values.


Bug fixes:

-Fixed Mimic kill count being incorrect.
-Fixed Thrown weapon returning to the player not re-equipping the Throw Weapon Combat Art.
-Fixed equipped Combat Arts not persisting through saves.
-Fixed annoying issue with scrollbar not starting at the starting position sometimes.
-Fixed issue with menus sometimes not extending fully.
-Fixed piercing shot missing enemies behind first target if the first target dodges the shot.
-Fixed Vedomot's Spawn/Kill status not being saved properly for the end-of-demo screen.
-Fixed Vedomot's movement being unusual while in the locked cell
-Fixed Vedomot being able to attack the player before being set free
-Fixed backslot inventory item images being slightly smaller than the front images.
-Fixed being able to move to a door while holding the Movement Stop key if the player is in a small radius near the door.
-Fixed some items having incorrect requirements
-Fixed multiple issues with the GUI when saving games.
-Fixed/Changed some rendering settings to prevent effects such as fire or shadows from being invisible when behind a transparent wall that the player is also behind.
-Fixed Snakes dying sometimes softlocking the game
-Fixed Snakes not being properly affected by cold damage
-Fixed loading a game sometimes dropping items that have their requirements met through other items.
-Fixed spell projectiles "blocking" the mouse cursor when the projectile is over an interactable object.
-Fixed player not attacking if holding the movement-block key and mousing over a door or other interactable object.


that's all for now! as always, if you are interested in reading more and seeing content as it's being worked on, i recommend you to join the game's discord (https://discord.com/invite/TFeZ2NxK8n) or following the game on shitter (kalemonvo dev - wishlist on steam (@kalemonvo) / X (twitter.com))

october was a very busy month for me due to a lot of IRL obligations. now that it's behind us, development speed will return to normal. expect another patch with more content shortly!

as always ,the version will be live a few moments after this update is out. i have no idea if your saves will work.

see you next time!

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Comments

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(+1)

Cool update. I like that elemental resistance buff since I never felt like that modifier was worth it.

Also, I can't shake the feeling that "Depths of Madness" is a weird patch title for a game where you climb up.

hah, it’s the name the music guy came up with for the track, it’s not tied to the level :^)