Full notes
Full Dungeons of Voidria update
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Repeated intro
Hello everyone,
What changed
- Gameplay
- Events
- Balance
- Store
- Performance
Dungeons of Voidria changes
Below are the patch notes for this update! The next update will likely be the last content-focused update, as the game is approaching its 1.0 update (though I am still planning to update the game further after its full release!). Stay tuned!
Thanks for playing, Toblue
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v0.93 Patch notes
Note: Quicksaves will likely not be compatible with this update, so finish any unfinished runs first!
New Additions and Changes
Overhauled the Challenge Options mechanic (now named Challenge Level). Each Challenge Level adds 1 difficulty modifier to your run. Upon finishing a run, rewards for that level will be unlocked, and the next level will be available. All difficulty modifiers have been re-balanced and are generally less punishing. New difficulty modifiers are designed to encourage more decision-making by the player, rather than simply increasing enemy stats and drawing out battles. Currently, 5 Challenge Levels are implemented (5 more planned!)
Each active Challenge Level gives +5% EXP bonus
More details of each level:
Lvl 1: Damaging statuses deal +1 damage on you (down from +2 damage)
Lvl 2: Traps are slightly more common and can occasionally obstruct paths (0-2 traps more for floor < 6, 1-3 for floor 6+) (15% to obstruct path, one per floor, always revealed)
Lvl 3: Gain a random non-damaging debuff on floor start (debuffs are now less severe and last shorter)
Lvl 4: Shop prices are higher
Lvl 5: At the start of boss battles, remove one random buff on you (down from two random buffs)
The following are related to Challenge Level rewards:
New Player Upgrade: Shop Chests
New Player Upgrade: Choice Pedestal
- New Enemy UpgradeRoaming Enemies Pack 1 (added 3 new enemies )
New Playable Class: The Indigo (with 15 unlockables from levelling up!)
Added 12 new skills
Added 4 new trinkets
Added 1 new item
Added 1 new spell
General Changes
Enemies unlocked through Blobert (Enemy Pack 1, Enemy Pack 2, Roaming Enemy Pack 1) are now slightly more likely to drop loot
Sustain Slate loot pool improves with floor; Lesser Life Potions are slightly more likely to drop
Salvage Slate gold per trap increased from 1-3 to 2-3
Create Slate now creates 4 random objects; is now affected by luck
Item: Stock List now also increases discount chance when used
Blood Shop prices are lower
Loot drop from salvaging chests improved; now gives more diverse loot overall; now more likely to give healing potions when you are low on HP
Salvaging Cursed Trinkets will now give better loot
Spike Trap damage lowered
Weakened and Exposed trap duration lowered from 3 turns to 2
Keeper Skeleton will now only queue Heal up to twice per battle
Keeper Treant heal and regen lowered
Thornbug Poison Spikes usage frequency reduced
Added a display for luck value
Added an option to let trinkets with Active effects blink during battle (on by default)
Added a sprite for multiple keys
Minor improvements and optimization
Minor sprite and VFX improvements
Status Changes
Added a new debuff: "Sealed"
Silence on enemies now have the effect: "Future blue and purple skills are replaced with Weak Attack"
Restrict on enemies now have the effect: "Red skills' effects and conditions are ignored."
Shackled on enemies now have the effect: "-15% skill value."
Reworked icons for Unstable and Enduring
Chilled damage
Source
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