A Model Update


ahoy and well met friends

today is a fine day for it is patch day! rejoice, for it is here and not a moment too soon!

we are now slowly reaching the point where the early game (as in, what's available in the Demo) is coming into form, and will be left untouched safe for balance, bug changes or slight updates. most of my attention will now be focusing upon the later stages of the game, to make sure it is up to snuff. there will be some major visual changes coming next patch, as i will finally be updating the player model to include armor visuals that match the equipped armors, as well as some other secret changes....

there will also be several new models, such as a new Cult Apprentice, new Giant Flies, and more. take a look at the concept art for the Cult Apprentice remodel!


until then, i will let you sink your teeth into this update, which consisted mostly of many various upgrades and fixes.

behold:


Major Changes:

-New Main Menu! it's 200% more *Immersive*

-New Models for the Skeletons (and all their variants)

-New Model for the Mauler

-Many new item visual updates

-Two new music tracks

UI:

-HP and Mana orbs become brighter as they deplete to help readability

-Hitting Escape with the Spell Wheel open will now close it, like with all other UI elements

-Removed the delay/stuttering upon opening the Save/Load menus if you had many (10+) saves

-Added a keybinding for Quicksave and toggling enemy outlines


Misc Changes:

-Buff visuals now fade depending on their remaining duration, meaning you can gauge remaining time based upon the opacity and size of the visuals

-Changed Dungeon Generation to reduce the amount of identical rooms in close proximity

-Cold debuffs now slow spellcasting

-Fixed Lashing Claw (Vedomot's Unique Scimitar) sometimes resetting it's bonus damage upon destroying barrels

-Added several new unique items and a new item variant

-Improved overall performance slightly. Should be a 10-20 FPS increase across the board.

-Improved sound effects for some spells


Balance:

-All ranged weapons now base their attack speed on the player's Agility Stat. It takes 30 agility to return to the previous default values. There is no Agility limit, and the attack speed can easily exceed twice the previous speed if given enough stat points.

-Chain Lightning now costs less mana

-Increased restore amount from all potions

-Changed the way Skeleton Captains are spawned.  Previously they had priority over Named enemy spawns, which would reduce Named Skeleton greatly. Now they will only spawn after failing to spawn a Named enemy

-Added a new Skeleton Captain variant: the Axeman

-Added Skeleton Captains and Axemen to Lower Dungeons 1

-Increased Skeleton navmesh obstacle sizes again, which is the size they take up when calculating pathing.

-Slightly nerfed  the armor piercing of Skeleton golems and Venus Demons


Bugfixes:

-Fixed Lightning aura messing up enemy attack speeds under rare conditions

-Fixed a slot in the Shop being incorrectly numbered, leading to a potential overlap of items

-Fixed Skullcounter in shops incorrectly showing your skull value after purchase

-Fixed dropped Silver Skulls losing their outline visuals

-Fixed objects not losing their outlines in rare cases

-Fixed the Unique Greatsword 'Knightslayer' and the Magic Staff not behaving properly when thrown as part of the Hurl Weapon Combat Art

-Fixed Teleport To Exit sometimes not working after dying to the Bloodguard then starting a new game 

-Fixed Phantomize not dodging projectiles and downright breaking if the player was hit with a poison projectile while Phantomized

-Fixed Snake charge sometimes messing up pathing

-Fixed Snake charge not turning snakes Visible if they charge out of invisibility

-Fixed Snake animations sometimes overlapping

-Fixed height inconsistency with some rooms in Lower Dungeons 2

-Fixed some transparency overlap issues with plant circle props and some spell effects

-Fixed issues with displaying manacost as 0 with some spells (Icefloor and Ice circle)

-Fixed Faceless enemy types being incapable of receiving aura buffs

-Fixed loading a save sometimes not displaying the stowed back weapon

-Fixed Named Enemies sometimes incorrectly taking other enemies as their underlings instead of only the enemies it spawned with.


that's it for now! this patch will first be available on itch for a few days, then it will be put on steam sometime next week! 

as always, the new build will be playable in a few minutes after this post goes live.

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Comments

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(+1)

No agility limit you say? Interesting.

(+1)

i'm making the equivalent of spamming 'Motivate' on an already fast character :^)

(+1)