In this update7
Full notes
Full Hold The Mine update
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Repeated intro
Hello miners!
What changed
- Gameplay
- Balance
- Fixes
- Store
Hold The Mine changes
Many small hotfixes have been deployed the last few days following the big update. The Perk system is a big addition and making it right the first time was impossible. Thanks to your feedback, I've been able to make several adjustments quickly to the Perk system and the difficulty of the game.
Summary of hotfixes deployed since last patch
Mithril Shards are more common in the mine, especially in the starting area.
Mimic now drops Mithril Shards, making the grind less frustrating and each difficulty in endless more rewarding.
Several Engineer buffs.
Several perks are now working properly.
Today, some additional changes and bug fixes are deployed to make the game more stable and less frustrating for everyone.
Patch Highlights
Small Engineer buff
Mithril Shards transfer to the Perk Panel take more time, to make things a bit clearer (more changes and improvements are coming in the future).
A lot of bug fixes
Patch Notes - Early Access Version 0.7.38
Changes (+)
Increased Minefield (Engineer Power) damage from 5 to 10.
Increased Curse Eruption (Cursed Apostle Power) trigger chance from 40 to 100%.
Slightly decreased the chance to find Reroll in the crates found in the mine, since it's easier to get through the perks, it can be much less interesting than before.
Misc
Increased the time for the Mithril Shards to be transferred into the Perk Level circular bar, making it more clear for players.
Added the ability to switch the perk active without having to disable / enable the node when a node contains more than one perk variant.
Bug Fixes
Fixed an issue with the Relic Scavenger Perk that could prevent the display of a rare relic.
Fixed an issue with the Perfect Hero Perk that would give an infinite reroll in some cases.
Fixed an issue where Spell Master perk could not be unlocked without having Archeologist perk active.
Fixed an issue with the Shop and Demolition Service where moving the camera away from the surface would prevent the visual to appear properly.
Fixed an issue on the difficulty selection screen, where the difficulty modifiers would not always be displayed correctly.
Fixed an issue where the resources dropped by the Mimic could stay visible on the screen longer than intended.
Fixed an issue where the monster spawned by the Dwarf-Eating Plant Boss could stay in the air when knocked back during the spawning animation.
Fixed an issue where the mine left by the Engineer’s Turrets could stay active after a battle.
New tentative fix for an issue where enemies frozen by the Frozen Thing building effect could stay at the surface even long after the battle ended.
That's all for today. Next patch, more adjustements and improvements are planned. As always, your feedback can help me a lot, so again, thank your for all the support and don't forget to leave a review!
Join the Hold The Mine Community
Come be part of the Hold The Mine community. Join us on Discord (link) to share your thoughts, talk with other players, share your tips and see what others are building underground. You can also find updates and discussions on Reddit (link).
Source
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