Update log
Full Doors & Loot update
The complete published notes, normalized for clean reading and source attribution.
Extracted changes
- Gameplay
- Balance
- UI and audio
Hello and welcome to the latest content update
By last we not only refer to the most recent, but to the fact that it is the final. (Unless you report bugs and other things).
We all know that the worst aspect of Doors & Loot is the combat, simple and not very dynamic, which becomes tiresome after a while. Well, we have solved it (as far as humanly possible, remember that they are very basic models and we cannot add flourishes to them. No, this is not Black Myth Wukong and it never will be)
The entire item icon system has been changed. Now each weapon, armor and item has a more dungeon-like style and less of a casual mobile game.
New models have been added for weapons and helmets (we thought about adding it for gloves and armor as well, but the changes were so subtle and the impact so great, that we scrapped it).
Visual effects have been added to make combat a little more interesting.
Combo points have been added. Each attack concatenates with its next in a more agile dynamic, slightly increasing the consecutive damage. Resets when exiting combat.
Added 5% base crit, this should help when carrying weapon sets that have no crit.
The attribute assignment of 2-handed weapons has been changed. Goodbye to all the useless possibilities that gave spell power.
A couple of annoying bugs have been fixed: Critical calculation in the interface did not correctly display the percentage and number of arrows when you equip the third boss's weapon.
The inventory is now animated, you can directly see what you equip looks like.
And that's all. We will be attentive to comments, ideas and more.
Source
