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(+1)

Played for another roughly 1.15h, trying a vedomot weapon run on non-despair. This Time it crashed once on Floor 1. I like the new Mimic and Trap Sounds, unless they aren't new, in which case I just haven't heard them before.

Most of this Time was spent on floor 1, bossfloor was a breeze, and floor 2 I died very early.

The first Floor is still a real slog, the first Bossfloor less so, as its relatively easy, but you still have to carefully kite everything. You need to preserve your Potions for higher up, so you're kind of forced to kite with very little Damage through the entirety up to the first Boss.

Elite Enemies, especially on low Levels have too much Health I think. Since they deal enormous Damage, you have to kite them in some Way unless you're terribly overequipped, and then you're usually kiting them on an offhand Weapon you're not skilled in using, like a Wand when going full melee, meaning you'll run a full lap around a Room to get enough space between you, and attack them for 1-2 damage. Repeat until dead, if you miss, thats 2 or 3 Laps, not 1.

I spent easily 10 minutes per elite Enemy on floor 1 just running in circles. Does not feel good.

The additional Item information you see on hover, and that you get the Enemy HP when you kill enough of them is really nice. However, Enemies tend to not appear as much on higher Floors, so by the Time you know there health, you barely kill any more of them. You also already know it as a Player going into new Runs anyhow, since you've seen it the run before, so maybe put that into some meta-progression?

Doesn't make the Game harder or easier after beating/failing a Run, but you don't have to keep a List in your Head/on Paper for it anymore.

Mimic on the Bossfloor is just the same as with Elite Enemies there. I don't like it, the Floor is static anyway, why don't you just put static Enemies there?

It just doesn't feel good to miss, at all. And if you miss multiple Times in a row and just watch your health deplete massively due to rng, it feels even worse.

Melee also still doesn't feel as worth it as ranged, you have to spread your Stats out a lot, while with Wands you can just dump them into hit chance and damage, since you can kite more easily and avoid the heavy hitting spell projectiles, which becomes much harder in melee.

Sure, there are Enemies like the Faceless who apparently are harder to hit with ranged, but you miss them in melee all the Time anyway, so that's not really a comforting Factor. And your melee Damage may be higher on the Weapon itself, but due to statspread doesn't really become noticeable different to range damage. Overall I still think ranged benefits outweight melee a lot.

>crash

if you did one run after the crash, can you check if you have any mention of it in your Player-Prev.log file (Player.log is last run, Player-prev is second to last run)? it's most likely related to your PC, but it might help to know if something the game did made the crash more likely. it's in your C drive, C:\Users\YourName\AppData\LocalLow\osur\Tower of Kalemonvo

>Elite Enemies, especially on low Levels have too much Health I think. Since they deal enormous Damage, you have to kite them in some Way unless you're terribly overequipped

will change this now

>Mimic on the Bossfloor is just the same as with Elite Enemies there.

hmm, i'll try this out. i'm surprised mimics give you trouble, although i understand elite enemies (back to back 'boss fights' drain your resources)

>It just doesn't feel good to miss, at all. And if you miss multiple Times in a row and just watch your health deplete massively due to rng, it feels even worse.

i sort of agree, but i still think i've got the best interpretation. there was a lot of discussions about this with other playtesters some DDs ago. Mokudev suggested having a "miss is just an attack that didn't fully connect", which in my mind just made the game boring. at this point i'm not sure there is any better implementation that i'd personally enjoy.

i did internally mess with two-handers last night, so i might take a look at the starting 1h weapons as well before i push out the post-dd-hotfix patch.

as always, thanks for playing! the fact that you played again is very nice to hear.

(+1)

>Crash

I'm not scanning through the entire Player-Prev, but it does Mention a latest crash report being intercepted by teh crash handler, I'll post some Details of that one.

Under .../Crash/Player:

Shader 'Unversal Render Pipeline/Particles/Lit': fallback shader 'Universal Render Pipeline/Particles/SimpleLit' not found
The referenced script on this Behaviour (Game Object 'InventorySlotImage') is missing!
(Filename: Line: 334)
/* Repeats a few Times */
UnloadTime: 0850200ms
Not allowed to access vertices on mesh 'Icosphere' (isReadable is false; Read/Write must be enabled in import settings)
(Filename: Line: 448)
/* Repeats a few Times */
Not allowed to access vertices on mesh 'Cube' (isReadable is false; Read/Write must be enabled in import settings) 
(Filename: Line: 448)
Keys set
(Filename: buildslave/unity/build/Runtime/Export/Debug/Debug.bindinds.h Line: 39)
Can not play a disabled audio source
(Filename: Line: 454)
Starting game with save profile: 3
(Filename: buildslave/... Line:39)
Couldn't create a Convex Mesh from source mesh "Sphere" within the maximum polyogns limit (256). The partial hull will be used. COnsider simplifying your mesh.
(Filename: Line: 91)
Failed to create agent because there is no valid NavMesh
(Filename: Line634)
player is guy: False
Filename( buildslave/... Line:39)
Couldn't create a Conves Mesh from source Mesh "Skull_LOD0" within the maximum polygons limit (256). The partial hull will be used. COnsider simplifying your mesh.
(Filename: Line 91)
Unloading 6 Unused Serialized files (Serialized files now loaded: 0)
WARNING: Shader Unsupported: 'Hidden/Nature/Terrain/Utilities' - All passes removed
WARNING: Shader Did you use #pramga only_renderers and omit this platform?
start lom
(Filename: buildslave/... Line:39)
//>>>
Uploading Crash Report
NUllReferenceException: Object reference not set to an instance of an object
    at Mana_and_Health_UI_Values.Update_Current_Mana (System.Int32 mana, System.Int32 max_mana) 
    at Mana_and_Health_UI_Values.Update_Max_Mana (System.Int32 mana, System.Int32 max_mana)
    at Life_and_Mana_Manager.calculate_mana()
    at Player_Attributes.Start()
/* bunch of repeating from above, of failing to create Navmeshes, Convex Hulls and so on */
//>>>
CRASH!!!
SymInit: Symbol-SearchPath: '.;<VariousFilepaths>
deferred SymType Issues in a bunch of SYSTEM32 follow, including in "Tower of Kalemonvo_Data\Plugins\x86\lib_burst_generated.dll:lib_burst_generated.dll"
Stacktrace:
0x6472DE72 (UnityPlayer) GfxDeviceD3D11Base::DrawQuad
0x6473D620 (UnityPlayer) D3D11SwapChain::BlitColorBackBufferToSwapChainBuffer 
0x6472FD55 (UnityPlayer) GfxDeviceD3D11Base::PresentFrame 
0x647ADBCD (UnityPlayer) GfxDeviceWorker::RunCommand 
0x647B2FED (UnityPlayer) GfxDeviceWorker::RunExt 
0x647B30A9 (UnityPlayer) GfxDeviceWorker::RunGfxDeviceWorker 
0x64A4AB16 (UnityPlayer) Thread::RunThreadWrapper 
0x7651FCC9 (KERNEL32) BaseThreadInitThunk 
0x77BD7C5E (ntdll) RtlGetAppContainerNamedObjectPath 
0x77BD7C2E (ntdll) RtlGetAppContainerNamedObjectPath

I'm assuming that the Issue happened when my GPU disconnected itself. If that's the case, it's not on your Game to fix it.

interesting. i'll keep a track of this anyway. i know there is an actual game-related crash that occurs very rarely, since i've had two people tell me about it in the last few months. thanks for posting the log!