In this update2
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Full Auto Dungeon update
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Repeated intro
Hey there! I've made major improvements to performance and the save system/autosaving, completely overhauled shrines (the ghostly-looking statues that make a trade), rebalanced all minibosses and a few units, made the map state less jarring and more responsive while panning, and added a brief intro state upon starting a new game to give players some direction. Bug fixes too!
What changed
- Maps
- Performance
- Balance
- Gameplay
- UI and audio
- Fixes
Auto Dungeon changes
Major Changes:
Massive performance increase when showing health bars for units (revealed by clicking the eye in the top nav, partially enabled by default). This was a massive bottleneck before that would halve performance with only a handful of units, especially on lower spec hardware and the steam deck. Its performance impact is now negligible.
Modified a few renderer settings for an average 5% performance increase across the board on most devices.
Completely reworked shrine rooms, as they were very unstable previously and causing partial save corruption. They now no longer involve combat, and their cost/payouts have been completely changed to be more of a strategic risk/reward instead of a flat gain that requires tedious combat encounters. For instance, you might find a shrine that leaves you with 1 hp in exchange for a large sum of gold, or a larger hand size, etc.
Heavily rebalanced miniboss encounters, as most their units were extremely overtuned for how frequently minibosses spawn. They're now much weaker, but still stronger than the average units you'd find randomly in the field.
Added a brief intro phase that plays upon starting a new game. This showcases the main dungeons a bit, and the player's location relative to them. It isn't as robust as a proper intro cutscene, or something like that, but will hopefully help to give players some semblance of an overarching goal from the get-go.
Opening the map no longer jarringly spins the camera at high speed to always face north, and instead remains facing the same direction as the player.
Autosaves are now recorded every 6 rooms traversed, which should improve the save backup system and significantly help us to recover saves if issues arise.
Minor Changes:
Panning on the map is now much faster at farther zoom levels, instead of taking ages to pan to a dungeon.
Localization fixes for shrines, Japanese-specific localization fixes for shrine rewards.
Dog-type units no longer attack quite as quickly, but move much faster.
Dungeon entrance teleport rooms, which require interaction before permitting a teleport, are now much more visible and distinct from regular teleport rooms.
Major Fixes:
Fixed corrupted unit indexes on build, which should resolve numerous save issues for future saves (and existing saves that haven't yet encountered unit replacement/vanishing issues).
Fixed safe rooms failing to spawn naturally in the field. These will now appear regularly to (hopefully) break up the monotony of fighting the same units over and over, as was intended in the last patch.
Hp bar indicator canvas display fix.
Any feedback is greatly appreciated! You can post new threads in the community hub if you encounter bugs or just have questions/suggestions. Thanks for checking out the game!
Source
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