Full notes
Full Dungeons of Voidria update
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Repeated intro
Hello everyone,
What changed
- Gameplay
- Store
- Balance
- UI and audio
- Fixes
Dungeons of Voidria changes
Below are the patch notes for this update. This update is mostly a polishing update with some minor new content.
The next update will focus on raw content, stay tuned!
Thanks for playing, Toblue
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v0.91 Patch notes
New Additions and Changes
Added a new level to the Heart
Added a new Lobby NPC: Tellie! Tellie will allow you to access a compendium to see all the skills, trinkets and spells you've encountered in your runs.
Added a new purchasable upgrade from Hannes: The Selling Box - allows you to sell items in shops
Updated the lobby tiles
Added 1 new skill
Added 13 new synergy skills
Exhaust effects of most skills have been tweaked to match a consistent power level. Some have reworked Exhaust effects
All Synergy Skills have been rebalanced
Added 13 traps; 6 negative, and 7 positive
Poison effect is reworked for enemies: "Lose HP equal to 4 x turn duration on turn start. Damage scales with floor." (4 on floor 1-3, 5 on 4-6, 6 on 7-10). This hopefully helps poison builds remain relevant in the late game, as well as giving a reason to stack poison. Poison effect for players is unchanged. Related skills rebalanced.
Rerolling the Trinket Booth options is now 20% cheaper for The Shopkeeper class
Other Changes
Skill: Degrade renamed to Dispel
Skill: Deflate renamed to Degrade
- SkillBody Slam self damage reduced from 6 to 3
- SkillExpulsion self damage reduced from 6 to 4
- SkillUnleash now has a limit of 40, damage scaling increased, is now Once per battle
- TrinketSnake Charm effect changed to "If you Defended, Poison/Toxic triggers twice."
Trinket: Sorcerer's Staff damage doubled
If inventory is full, items gained from interactable structures will spawn in room instead
You can now open your skills when adding a new spell
You can now shift-click to use items quickly (only if they have 1 usable option)
Status icons updating should feel more responsive
The areas now have names (finally!)
If you have no usable skills (when all skills are e.g. once per battle, not silenced), your first skill will be replaced with an attacking skill for the rest of combat. This is to prevent softlocks from e.g. Runic Dice, where all your skills could be once per battle.
Colliding with locked chests and Tellie multiple times will now relocate them (in case they obstruct items/paths)
SFX improvements
Minor sprite improvements
Minor skill wording improvements
Bug Fixes
Skills that have "gain +1 AP next turn" will now add Energize on the next turn, rather than adding Energize for 2 turns this turn
Dazzling Orb rarity color is now correct
Strange Potion collision box fixed
Skill: Await should no longer remove a random debuff when Exhausted
Stored statuses in trinkets will now save correctly
Queuing skills quickly should hopefully no longer exceed 10 queued skills
Gain mana trap should now correctly affect Sapphire earrings
Gain mark trap should now correctly increase duration if needed
Enemy passive: Hexer should no longer affect player's self-inflicted debuffs
Level up unlockables should now use basic skill values when display skill details
Fixed bug with enemy passive: Undying being bypassed by certain effects
Fixed minor UI bugs
<3
Source
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