Full notes
Full Don't Lose Aggro update
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Repeated intro
Hey Tanks!
What changed
- Gameplay
- UI and audio
- Balance
It's been a month since Early Access released!
I have been trying to smooth out the experience and fix as many bugs as I can in the first few weeks of release, but now it's time to hunker down and focus on adding more content.
I will try to write up a devlog every month with a recap and show some progress on the game.
As always, if you want more frequent updates and join the discord!
So, how did it go??
With the dust mostly settled around the EA launch, I'm very happy with the attention Don't Lose Aggro received, it was truly humbling to see the game resonate so much with former and current tank mains.
However, there is still much work to be done, and while I am happy the game is doing well in its niche, I'm hoping it can grow and attract a wider audience as time goes on and more content gets added.
Keep posting videos, reviews, bug reports and feedback anywhere you see fit, rest assured I see & read them all!
Monthly Development Recap
The Focus was on digesting feedback, addressing issues and writing up the development roadmap
This month's patches included:
Quality of life features such as Cloud Save support, extended keybindings, faster traversal
Ongoing work to explain mechanics better and address friction and difficulty spikes
Added a new way to use abilities by holding the action button and aiming
NPC pathfinding polish and overall dungeon crawl experience adjustments
Various bug fixes
Moving Forward
I'm currently busy designing the Summoner, with these abilities in mind (subject to change):
Passive “Summon” : Summons skeletal minions every x seconds (cast) that orbit around you in formation and attack enemies targeting you (up to 5 minions)
Active - Sacrifice a minion to heal yourself
Minions have pathfinding but don’t have health and cannot be targeted, they can only die via Sacrifice
Summon casts reset/interrupted if Summoner is hit
Minions prefer hitting Taunted targets
Also started designing new enemy races, each will contain various classes (like the current Goblin race)
I also intend to introduce Toughness System Changes where each shield does something else with Toughness:
Toughness (the shield resource) will go up to 4 stacks (previously 3)
Crusader provides Damage Reduction per stack (current effect)
Disc will change and provide Block Value per stack
Vice Grip will provide Movement Speed per stack, really diving into the kiting build with this one.
A new shield is work in progress that will be built around dodging:
I've also started working on improving the tutorial, addressing difficulty spikes, planning changes to the Ranger (random teleport needs work)
That's it for this month, stay tuned for more updates.
Tanks a lot!
Source
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