Full notes
Full Dungeons of Voidria update
Read the full published notes in a cleaner layout. The original post stays linked below.
Repeated intro
Hello everyone,
What changed
- Gameplay
- Store
- Events
- UI and audio
- Balance
Dungeons of Voidria changes
We've finally reached the last content-focused update for Dungeons of Voidria! When I first launched the game in early access, I planned for the game to be fully released in around 3 months... and here we are, almost exactly 1 year after. However, this past year has been very fruitful, and I am proud of how far this game has come. This journey wouldn't have been as fruitful without everyone's suggestions and bug reports, so as always, thank you, truly!
Having played incredible games for years, it's tempting for me to hesitate and keep the game in development for longer in an attempt to make the game "perfect". While there are always more to add and improve on, I feel the game has reached a state where I am happy with and proud of, and can call finished.
Below are the patch notes for this update. I hope you'll enjoy it!
Thanks for everything, Toblue
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v1.0 Patch notes
New Additions and Changes
Added the final Heart upgrade + ending cinematics
Added a new theme for the restored Lobby
The order in which Lobby NPCs appear have been rearranged
Lowered the number of Void Fragments needed to level up Heart. Void Fragments earned from each run increased slightly
Added a new Lobby NPC that sells cosmetic items!
Added ~50 cosmetic items
Added 5 new Challenge Levels
Added a new playable class
Added 11 new spells
Added 14 new trinkets
Added 27 new skills
Added 3 new items
Added a new player upgrade: Synergy Pedestal
- Added a new enemy upgradeRoaming Enemies 2 (adds 3 new enemies )
Added a unique class ability for The Neutron (unlocked through Challenge Levels). The Neutron can start with any 2 skill, trinket or spell, as long as they are unlocked in the Compendium. Open the Compendium as The Neutron and hover over the top left icon for more details. This essentially acts as a"Custom Run" mode
Added all mimic skills to the Compendium
Added 8 new interactable structures
Improved several interactable structures with more options; sprites improved
Added more optional room types
Other Additions
Added multiple save files support
Reworked title screen
Added an option to stop the game from running when in background
Added 4:3 aspect ratio support (though not everything will look ideal)
Added the option "Use Height Scaling" in the options menu (default off). !! This option is recommended to be toggled on for players with wide aspect ratios (21:9)!!
Improvements and Gameplay Changes
Polished skill animations; animations are a little quicker; trail effects are cleaner; this is done to allow status icon updates to be more responsive Slightly detailed explanation because obviously everyone wants to know:
If you queue 2 skills that inflict the same debuff e.g. shocked for 2 turns, when the first skill's animation finishes, the enemy would have shocked for 4 turns, and after the second skill's animation, the enemy will still have shocked for 4 turns (this is logically correct, but visually it might seem like the second skill did nothing). This is because skills' effects need to be triggered immediately for the following skills' calculation to be correct, so before the animation finishes, the skill's effect would've already triggered. Now, after the adjusting the animation timings, the enemy will visually have shocked for 2 turns after the first skill, and shocked for 4
Source
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