The Wizard Held Captive Update v0.27


greetings and well met, friends


today is a fine day, for it is patch day! there are many goodies this time around - a lot of the changes are responses to feedback that YOU, the players, have left. i am very grateful to have received so many suggestions, and i am always looking into incorporating the best of these into the game without compromising what i think makes the game enjoyable for many.

be mindful that these patchnotes only note changes that can be seen in the demo version, there is a lot of work ongoing behind the scenes to make the game be ready for a 2024 release.

i hope you will enjoy the update! as always, i encourage you to write your feedback, suggestions and bug reports to me - you can do so here in the steam community forums!
without further ado:

Update v0.27:

General:

-Changed movement code to better handle edge cases regarding moving to nearby destinations. You most likely won't notice a difference, but if you do I am interested in hearing your feedback.

-"Press Any Key" screen now accepts mouse clicks as input.

-Gold chests now have a much higher chance to spawn Silver Skulls.

-Trapped Gold chests no longer have a chance to spawn no items.

-Slow spell can be properly reapplied, refreshing its duration.

-Added a Quest-giver on Lower Dungeons 1. He only spawns in specific rooms, and his spawn is not guaranteed. I aim to introduce more characters like him now that the system is in place.

-Changed NPC textboxes. The minimap won't clip in front of them any longer.

-Reflect Projectile now has a much faster animation.

-Reflect Projectile can now be recast while the animation is playing to restart the effect.

-Alchemickal table now drops potions near itself when spawned to better hint at its function.

-Spell Wheel will now always display when the Spellbook is open.

-Added a few more doors to certain rooms on Lower Dungeon 2.

-Improved UI in Inventory tab, Spell Wheel and Help tab.

-Added some new rooms.

-You can now taunt by pressing "D" (rebindable). It has no ingame function besides playing voicelines.

-Player voice now has an individual slider in the Volume settings

-Improved logic for playing the Taking Damage animation. It won't override certain animations like blocking.

-Improved a bunch of animations for the Player.

-Added several new Unique items

-Changed the music for the first few levels.


Balance:

-The Player moves slightly faster.

-Slightly tweaked the animation speed for two handed weapons and bows.

-Enemies now always have a minimum 5% chance to hit the player.

-Changed the chances of ring modifiers to reduce the occurrence of +HP and +Mana rolls.


Enemies:

-Experimenting showing enemy HP in the text-box once enough enemies have been killed. This change is experimental and might be removed, reworked or improved upon as I investigate how well it fits in the game.

-Changed Cult Apprentice model.

-Improved Cult Apprentice behavior and made them slightly more difficult to engage.

-Changed Flaming Skull model.

-Flaming Skulls now have proper visuals reflecting their current health.

-Returned the Faceless head-shake visuals and improved their visuals a bit.

-You can now de-select a Combat Art by clicking on an empty slot.

-Reduced enemy spawn amounts near the start room on Lower Dungeon 2 to ease players into the floor.


Summoning Magic:

-Changed Summon Great Snake Spell to tier 1, making it accessible normally in the demo. Previously it was either accessed through the Shrine event, or by buying a book from the vendor.

-Summoned Great Snakes now don't expire after 60 seconds.

-Summoned Great Snake model and SFX improved.

-Summoned Great Snake display their HP on mouse-over, and have proper Injury visuals

-Summoned Great Snake mechanics improved. They should behave smarter overall.

-Summoned Great Snakes properly follow you on level changes.

-Greatly improved Summoned Great Snake colliders.

-Enemies will no longer target dead summons.

-Improved how summons deal with ranged targets.

-Improved summon position - they will properly spawn where the cursor is.


Bugfixes:

-Fixed issues with autosaves replacing player saves slots in the save menu.
-Fixed Magic Shrines not being able to cast spells
-Fixed Magic Shrines not correctly clearing the minimap
-Fixed Magic Shrines sometimes spawning enemies in incorrect positions.
-Fixed some unique gloves not properly displaying on the player.
-Fixed certain visuals such as the Lifesteal effect not playing for the Player.
-Fixed buffs not being properly reapplied on a loaded game
-Fixed issue with Named Sun Cult Warriors having lower speed if they rolled a +HP modifier
-Potentially fixed issue with white lines appearing on the ground of Upper Halls on some machines
-Fixed Item Comparison UI screen appearing when not intended.
-Fixed some Save UI bugs with renaming saves.
-Fixed drop-down list for Video options sometimes repeating options
-Fixed trapped rooms sometimes clipping into other rooms when the trap mechanism is activated.
-Fixed spell icon flickering on switching spells with hotkeys when out of Mana
-Fixed Hurl Weapon incorrectly reapplying the Combat Art if the player switched weapons before the thrown weapon returned
-Fixed Named Maulers using old textures
-Fixed Loading Game from the Menu not applying any changes made to the Sound tab
-Fixed some inventory images being incorrectly compressed.
-Fixed many lever issues in Lower Dungeon 2 and Halls of Pain.
-Fixed BG's pacifism if he interrupts his attack to cast a spell
-Fixed plenty of issues when hot-loading a game where a different starting character was used
-Potentially fixed issues with character animations being wonky if a player loads the game after dying, while dying, or having just been killed.


as before, i have also included another piece of the soundtrack for your listening pleasure.
you can listen to it here:

Files

ToK.27_Linux_Itch.zip 685 MB
15 days ago
ToK.27_Windows_Itch.zip 650 MB
15 days ago

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