In this update11
Full notes
Full Dungeons & Drivers update
Read the full published notes in a cleaner layout. The original post stays linked below.
What changed
- Gameplay
- Balance
- Maps
- UI and audio
- Fixes
- Events
Dungeons & Drivers changes
TL;DR
Matches lasting 6 minutes.
Classes have preferred weapons and unique passives.
Talent tree: Gain more power by accumulating experience in matches.
Random weapon elements when finding equipment in the game.
Reroll upgrades.
Ïsel Zombies in the Ïsel Mines.
Visual improvements.
Balancing.
Bug fixes.
Ïsel Abomination.
Matches lasting 6 minutes
More playtime = more fun.
We increased the match duration from 3 to 6 minutes. This allows players to better enjoy the game's activities and test their skills.
The longer match duration led to an overall balancing of the match, including player and enemy progression. This also gives you more time to explore the map and discover new things.
Classes have preferred weapons and unique passives. Other weapons and elements are unlocked in the talent tree.
Each class has its own identity, including a preferred weapon and a passive ability!
They are:
Warrior:
Preferred Weapon: Earthshaker Passive: Weapon Master - Can carry up to 4 weapons
Ranger:
Preferred Weapon: Vorpal Bow Passive: Sworn Enemy - Gains the recurring mission "Sworn Enemy"; each completion grants a damage bonus
Mage:
Preferred Weapon: Moon Shard Passive: Ïsel Mastery - Nitro guarantees 100% elemental activation
Tank:
Preferred Weapon: Spiked Shield Passive: Reactive Armor - When taking damage, deals proportional damage to nearby enemies
With these changes, each class feels more distinct, bringing a fresh experience to every match!
Talent Tree
The game now has a talent tree!
Previously, since the talent tree hadn't been developed, all cars, elements, and upgrades were unlocked. Now, they are locked in the tree, and it's up to you to play and unlock everything!
As you earn points in matches, they are converted into Talent Points, which are used to explore the Talent Tree, unlocking new weapons, cars, elements, upgrades, and more, while also making your character more powerful with attribute nodes.
Random weapon elements when finding equipment in the game
Now, except for the class-specific equipment, you no longer choose the element before the match but during it.
When you find equipment in the game, we randomly select 3 of the elements you have unlocked in your talent tree, and it's up to you to choose which one will work best for your match! This introduces new choices and more strategy during gameplay.
(We know some elements need tweaking, and we're working on it!)
Reroll upgrades
Yes! You now have a few rerolls available when selecting upgrades. For now, they are limited, so use them wisely.
This allows you to slightly manipulate the game's randomness, giving you new upgrade options!
The number of rerolls is based on the class's luck attribute. We plan to add other sources of rerolls, such as nodes in the talent tree that increase luck or simply grant additional rerolls.
Ïsel Zombies in the Ïsel Mines
Well… that's it…
Our favorite dungeon, the Ïsel Mines, is now more complete, replacing orcs with Zombies that are creations of the mines themselves, which makes much more sense.
We also made it a bit more challenging by increasing the number of enemies that spawn, and they all appear at once.
We have more plans for these dungeons, so stay tuned =)
Visual Improvements
Dungeons & Drivers is not only good but also beautiful, right? We made countless other visual improvements, including:
More eye-catching quest markers
Progress bars for some quests to improve visibility
Slimes now telegraph the area where they will deal damage
The camera shakes a bit more as damage feedback (some say it didn't shake before)
More responsive upgrade selection with better visual effects
Small adjustments to enemy attacks
Redesigned the appearance of crystals to make them look more like… crystals
Improved item/equipment descriptions
Added effects to show character passives (shield for the tank, ranger's mission, mage's elemental affinity…)
Slightly changed the appearance of mini-bosses to make them stand out more in crowds
Balancing
We are constantly working on game balancing. In this version, we made the following changes:
Significant changes to enemy spawns. We tried to maintain a constant density of enemies on the player's screen, which increases as the match progresses
- Changed the values of some upgradesSome upgrades, like damage and area, are no longer increased by percentage but now increase by a fixed value. This helps keep the game more contained and trackable
Enemies now scale in power more controlled. Similar to player attributes, instead of simply multiplying base attribute values, we now increase a "fixed" value, ensuring they don't exceed limits and maintain relatively fair battles from start to finish
More love for the Earthshaker. It received a damage boost, as it was falling behind being slow and weak… now it's just slow =)
Killing bosses has become more difficult, and to compensate, they now give better rewards. Gain 1 level
The game now lasts 6 minutes!
Adjusted stats for each class to better reflect their abilities
Experience collected during multiplayer matches is now relative to the number of players in the match
Bug Fixes
Quest enemies can no longer be bosses (That was too mean)
Fixed some multiplayer issues that caused game desynchronization
Various improvements to driving and drifting
Stability and performance improvements
Ïsel Abomination
Something happened, and the Ïsel Shire was blocked by a wall of Ïsel we've never seen before. This needs to be studied.
And the last record of an adventurer who studied rare cases of corrupted Ïsel:
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Source
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