ToK Update v0.32
greetings!
welcome to the first patch of the year! the polishing phase is well underway and i have gathered enough changes to the early game to warrant a demo update. take a look!
ps: release date announcement by the week's end - see ya then!
Update v0.32
General:
-New Walls for Lower Dungeon levels. They look more like walls and less like clay blobs!
-Athanasi got a bunch of new animations and had his model made slightly more buff so he isn't too similar to Kira
-New two-handed-sword animations (if you manage to get lucky and get one from the shop!)
-Various small UI improvements
-Added a display-option dropdown in Video settings, allowing for Fullscreen, Windowed, and Borderless Fullscreen
-Added a 'Credits' section in the Lore tab in the Main Menu
-Changes to lights, such as the Lights from named enemies or certain ingame objects. They will not appear on the minimap, and the Light from a named enemy will disappear on death
-Improved the 'Frozen' visual effect when an enemy is affected by cold damage
-Tweaked the NPC speech-boxes a bit
-Various new models, from lecterns to crossbows
-Players will no longer be able to move as much when they are hit-stunned. Hit stun animation lengths were shortened to compensate for this change.
-Changed how the colors/textures of capes are calculated. Capes should look nicer now.
-Added another few Unique items
Balance:
-Increased loot from named enemies slightly.
-All weapons are now less likely to roll +Health and +Mana modifiers
-Added some new modifiers for Armor and Shields
-Added a new Item type, the Seer Skull
-Very slightly reduced attack speed of all ranged weapons
-Wands are slightly more likely to hit enemies that are closer to you, but have a giant penalty to hit enemies that are very far (think in terms of over a screen-length) away.
-Spellbooks now drop half as often
-Increased requirements of a lot of higher tier spellbooks, such as Chain Lightning, Poison Circle, Annihilation.
-Slightly increased the requirements of a lot of the most-used spells, such as Ice Spike and Chain Lightning
-Chain Lightning bounce search radius size decreased slightly
-Changed the way a Unique Item is chosen as a potential drop. Now the Unique Item drop pool will favor items matching the level they are found in, meaning you will see higher tier Unique items.
-Nerfed the stats of the Wounded Paladin's Shield slightly, mostly focusing on the Dodge amount
-Named enemies will not be slowed with the same slow strength as normal enemies, meaning that slowing effects both last less and are weaker on Named enemies
-Enchanter's Lifeblood pools spawn slightly more often and provide stronger modifiers to items
-Various enemy buffs. Maulers have more HP and more attack speed, Cult Apprentices attack faster, Bloodsoaked Guard is a bit stronger overall, Flaming Skulls deal slightly more damage, among other minor buffs.
-Despair mode now turns off the Health-Outlines for enemies
-Shop will be more likely to have items of a higher level, and the modifiers on all items have been made slightly stronger
Bug fixes:
-Fixed error with Wand accuracy. Sometimes, wands would re-roll their hitchance if they missed on an attack. This has been fixed. I will be keeping a close eye on the strength of Wands since this bugfix might have nerfed them too much.
-Fixed rare but annoying bug where the player could not issue attack order against specific enemies, often seen if an enemy is next to a player but in a doorframe or other positions which would cause a pathfinding error.
-Fixed being able to easily interrupt your Crossbow attacks allowing you to attack again sooner.
-Fixed the Fireshield effect from Sun Cult Vessels not being able to be reapplied to a unit once the buff expires.
-Fixed the Sun Cult Vessel getting stuck if you interrupt them as they cast Fireshield
-Fixed the Sun Cult Vessel sometimes not playing a Walking animation if you damage them as they begin walking
-Loading a quicksave while casting a spell no longer locks your character in spell-casting mode.
-Fixed a secret enemy being able to damage you with their special attack if they cast the attack but died before the attack finished.
-Fixed multiple item unequip issues, such as a dropped item taking away more stats than it gives if the item is dropped in a strange manner, such as the result of a chain-drop.
-Fixed issues with the HP outline effect not taking into account the bonus to health for Mimics of higher levels, or the Bloodsoaked Guard's healing.
-Fixed issues where the light source from Named enemies would be collected by the room optimization scripts, which would make those lights disappear if the enemy is far enough away from the room he originated in.
-Fixed certain props such as Tables having incorrect colliders which would prevent interaction with any object it obscured.
-Minor UI fixes to the names of Bestiary monsters and descriptions of Combat Arts
-Minor fixes on the Mouse-Over text for summoned units where the text would remain if you mouse over a summoned unit as it plays its death animation.
that's it for now! since the game is very much in the polish part of development, i kindly ask you to share any thoughts or feedback you might have, or to request any features you'd like(please don't say multiplayer or a switch port, have mercy on me)
of course, feel free to report any bugs or balance issues you might encounter as well!
thanks for reading!
-osur
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 |
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