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Steam News10 June 20242y ago

Dungeon Exiles 0.5.0

Hello everyone, Gronkins here with patch 0.5.0 of Dungeon Exiles! This has been a pretty major update in preparation for the Steam Next Fest!

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Full Dungeon Exiles update

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Repeated intro

Hello everyone, Gronkins here with patch 0.5.0 of Dungeon Exiles! This has been a pretty major update in preparation for the Steam Next Fest! This update mainly features revamps of old systems and graphical improvements so let’s get right into it!

Balance at a glance

Hero changes

Source notes

Graphical Updates

Lighting Effects

A basic lighting system has been implemented in Dungeon Exiles so the world feels a lot darker and more immersive.

Ability Animations

Most abilities have had new animations applied, such as spell and buff effects, or slashing animations for attack-based abilities. In the future I want each ability to have a unique animation, but currently some abilities use the same animation and a few abilities still lack animations entirely, but it’s something I’ll fix in the future.

Random Events

Random events have been reworked to be more engaging and provide a more immersive experience. Random events now feature NPCs and/or interactable objects.

Removed Random Events: Hidden Stash Divine Fountain

New/Re-added Random Events: Mysterious Potion Seller Ancient Forge

Game Balance

Passive Skills

Rogue New: Toxic Application (Alchemist): Restore 1% of Maximum Health on Poison New: Lifeline (Bloodreaper): Restore 3 Health on Hit while below 50% Health

Passive Skill Balance

Rogue Leeching Strikes: 1% Percent Health Restored on Hit -> 1.5% Percent Health Restored on Hit Afterimage: 5 Health on Dodge -> 6 Health on Dodge Aspect of the Serpent: No longer grants 12% Nature Resistance, it instead grants 12% increased Maximum Mana Blade Dance: 30% chance to Gain 2 Overguard on Hit -> 35% chance to Gain 2 Overguard on Hit Crimson Thirst: 1.8% Attack Damage Leeched as Life -> 2% Attack Damage Leeched As Life Cruel Momentum: 5-second duration -> 6-second duration Envenom: 8% increased Mana Regeneration -> 14% increased Mana Regeneration Dark Adrenaline: No longer grants 1.2% Health Regenerated per second for 3 seconds after Critical Strike. It instead grants 3.5% Attack Damage Leeched as Health for 5 seconds after Attack Critical Strike

Trait Balance

Rogue Bloodreaper 1: No longer grants 12 Maximum Health, it instead grants 1 Health gained on Hit Assassin 3: No longer grants 5% Armour Shred on Critical Strike, it instead grants Restore 1% of Maximum Health on Attack Critical Strike

Warrior Berserker 3: No longer grants 12% increased Armour while below 50% Health. It instead grants Restore 2% of Maximum Mana on Attack Critical Strike.

Ability Balance

Rogue

Cheap Shot: Base damage increased from 40% to 50%.

Sinister Strike

Base damage increased from 90% to 100%.

Mage: Time Warp: Base cooldown reduced by 4 seconds.

Item Modifiers

Health Regeneration (Per second): Tier 1: 0.2-0.5 -> 0.3-0.6 Tier 2: 0.3-0.6 -> 0.4-0.8 Tier 3: 0.4-0.8 -> 0.5-1

Maximum Mana: Tier 1: 6-10 -> 8-10

Increased Mana Regeneration Tier 1: 10%-18% -> 14%-18% Tier 2: 12%-20% -> 16%-22% Tier 3: 14%-22% -> 18%-26%

Legendaries

I want all legendaries to feel extremely powerful and build defining, so I’m giving a few some extra help.

Forgemaster’s Hammer: 20% of Physical Damage as Extra Fire Damage -> 25% of Physical as Extra Fire Damage Lifedrinker: 15% increased Attack Speed -> 20% increased Attack Speed Lifedrinker: Critical Strike Chance Needed for 1% Lifesteal: 10% -> 7.5% Manaforged Heart: 20% of Mana as Extra Health -> 25% of Mana as Extra Health Manaforged Heart: 20% increased Mana Regeneration -> 30% increased Mana Regeneration

Enemy Balance

Blight Caller’s Spreading Plague Damage: 21-26 -> 22-25

Enemy Modifiers Balancing

There was a bug that caused percent increases and reductions to maximum Health to not correctly apply so I’m nerfing a few enemy modifiers to compensate.

Regenerator: 0.075% Health per Second -> 0.05% Health per Second Hearty: 30% increased Maximum Health -> 25% increased Maximum Health Shielded: 30% Health as ES -> 20% Health as ES

Items

Radiant Torch can no longer be found as random loot from enemies. Potion of Mana Regeneration no longer grants 80% increased Mana Regeneration, it instead grants Regenerate 5% of Maximum Mana per Second

Resolve Changes

The Resolve system has been simplified. Resolve no longer grants any buffs or debuffs, and you no longer lose Resolve from exploration, but you still lose Resolve from losing fights (and losing to a boss will still end your run). The intent is that Resolve will be mainly used as a resource for engaging with Random Events and other similar systems.

Miscellaneous Changes

The Rogue has new art. You can now see your floor completion for each class on the class selection screen.

Bug Fixes

Fixed a bug that caused increases and reductions to Maximum Health to not correctly apply. In short, all characters (players and enemies) were gaining less health from passives than they should have. This bug (I believe) was introduced in patch 0.4.7 and I’ll be monitoring how this affects game balance very closely.

Closing Words

So that is everything for patch 0.5.0! The main focus of this update was to add as much polish and juice to the game as I could before the Steam Next Fest. There is still a lot more than I want to do, but this is as much as I could do given the timeframe.

To play the newest update, ensure the main menu reads “0.5.0”. You may have to update, validate game files or re-install your game to play the newest update.

Cheers, Gronkins

Source

Steam News / 10 June 2024

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