In this update13
Full notes
Full Dummy Dungeon update
Read the full published notes in a cleaner layout. The original post stays linked below.
What changed
- Gameplay
- Performance
- Maps
- Balance
- UI and audio
- Workshop
Dummy Dungeon changes
New bosses
Each main floor will feature 2 new bosses. There are some that fight in close combat, others that turn the room into an bullet hell and others that change their style depending on the player's decision!
Changing the lighting system
Now everything in the game reacts better to light. Characters and enemies are now more strongly exposed by all light sources and cast a shadow on their own model. All light sources have uniform power which allows to add light to bright scenes such as the Flying Machine.
Collections
From now on, everything that is discovered in the game will be added to the COLLECTIONS menu in which you can read about the effect and about the lore. in 0.5.0, seven categories will be active: Moveset, Characters, Weapon Modifiers, Perks, Weapon Packs, Drinks, Stages. In the future, the category of Enemies will be added.
Yes I know, there are no eyes but for that there is no description either
It is possible that more details will be added later
Character level
Now defeating enemies adds experience points. Instead of creating a random boost after each battle from now on, the player for each level can choose 1 of 3 random stats.
Main stages
All main floors now have twice as many available rooms to generate, new enemies and more details!
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Forbidden library
The library from now on also has a less castle and more library theme. The new rooms may feature a group of jesters, these are enemies whose attacks are extremely random.
Flying machine
New rooms in steel version in which opponents are powerful but also very slow.
Magical forest
New islands that were taken over after the Viking invasion. The magic forest will receive a lot of new enemies and in general the whole level will be much bigger.
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New attack system
The game no longer has heavy attacks that you have to hold, instead there is a new Special Attack. Each weapon type has a unique heavy and special attack. From now on, more attacks toss enemies into the air. Some examples below: [expand type="details" expanded="false"]
Katana
Normal attack: a sequence of 5 hits.
Heavy attack: Automatically dash forward and slash dealing minor damage.
Special attack: Charge a zone that deals damage to everyone in range. Effect scales with the number of weak and strong strikes in the combo
Follow-up attack: a series of 3 weak strikes
Heavy Sword
Normal attack: a sequence of 3 strikes.
Heavy attack: sequence of 3 strikes, each strike can toss the enemy into the air
Special attack: drop to the ground, deal large area damage
Continuation attack: use special attack.
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All information about each weapon attack is available in the COLLECTIONS menu in the main menu of the game
Characters
Each character got changes, mainly scaling with level was added, many characters got new effects.
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Villager
For each level, he gets 5 maximum health.
Healing sandwich scales with character level
Thief
[Active]Picklock - can use a picklock to open anything that requires a key, to succeed you need to pass a minigame
Wolf
UI and special effects revamped
Ninja
Every 3rd dash creates a clone that throws shurikens at opponents
Joker
New starting weapon BonkBonk hammer.
Can draw different stats per level
Gladiator
When the shield is destroyed, lightning strikes all enemies in the area
[Active] Electric blast - after destroying the shield, it can once create a wave of electricity that deals elemental damage
Pirate
New starting weapon Shovel.
If he runs for a long time he summons a boat which seriously increases movement speed
Vampire
It has an alternative dash that flies upwards
Zombie mode - once per attempt if he loses all health instead of defeat he enters a special mode, if he defeats the enemy during the mode he survives
Knight
If the parry succeeds it has 1 second cooldown time
He can make a perfect parry, for a perfect parry the chance of getting a chest in the room increases
Monk
After using the grappling hook on the terrain, his movement speed is increased.
Hobo
The thrown potion creates a positive effect if it doesn't hit anyone, or a negative effect if it hits an enemy.
After drinking 4 potions, he loses consciousness and the random battle room is automatically cleared
Viking
New starting weapon axe
Both starting axes have a weapon modifier
Rage gain scales with maximum level
Mage
First he must choose the spell he wants to use, the spell cannot be used again until he has used several others
A new element - water, uses the weapon modifier of the puddle, a new spell rain - increases the damage received to everyone in range
Per level, he improves his spells not stats
Spells can evolve if upgraded 5+ times
Maid
[Active]Apple of Love - Once per floor, she can charm a selected opponent and turn him into her sidekick.
Sidekicks appear in battle, attack opponents and can get projectile damage
If the sidekick survives the fight there is a small chance that he will give a small amount of gold
Huntress
All animations have been improved.
Robot
The robot skill now gives a level
The robot has an alternative window from the levelup
[Perk] Drawing machine - every 15 seconds draws a buff or debuff with a small chance of a jackpot
Bard
From now on, it activates notes not on attack but on skills.
Each skill adds one of 4 weapon effects: Leaf, Poison, Wood, Druid
Each note still adds a buff that resets when the effect is activated
Fairy
Alternative dash that flies upward
New starting weapon dagger with modifier for knockback
Devil
All stores are changed to special demonic stores in which you can buy perks and weapons only from weapon packs
New starting weapon - scythe.
Witch
The appearance of the potion creation screen has been changed.
Raised potions now give random ingredients of different colors instead of one color
Cowboy
Skills change after use and not on a combo basis as before
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Anvils
. The anvils previously were too powerful, so they've rebuilt how they work.
The anvil destroys after 1 use.
All anvils in the game are slightly cheaper.
Now the anvil displays a choice of 1 of 2 weapon modifiers
UI
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The size of the health bar depends on the player's maximum health.
Refreshed the appearance of information windows for checked potions, weapons, perks
Refreshed and added animation to the inventory window [TAB].
Changed the appearance and added animation to the window from selecting perks
Changed the appearance of the pause window
Added weapon knockback stat to all weapon stats windows
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Other
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New potion that adds 20 experience points
You can skip dialogue scrolling by clicking Interactions (F)
On the train, the number of chests has been reduced from 6 >> 3 but a shopkeeper who sells perks related to potions and gold has been added
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Source
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