Full notes
Full Popup Dungeon update
Read the full published notes in a cleaner layout. The original post stays linked below.
Repeated intro
Greetings, Popup Adventurers!
What changed
- Gameplay
- Balance
- Events
Popup Dungeon changes
It is time for Popup Dungeon’s Free Halloween Expansion!
Content
New Halloween themed campaign.
New Halloween themed characters, enemies, equipment, and media.
New unique charm rewarded for completing Halloween campaign.
Game Creation
Added advanced filtering logic to entity filters. Allows filtering by things like active status effects, hp ratios, statistics, surrounding entities, etc.
AbilityActivationTrigger: Can now use affected targets as event targets.
Game Graph Editor can now scale up to 2x
AbilityActivationTrigger & AbilityActionActedTrigger: Can now restrict triggering based on relative positioning between activator and target.
AbilityActionActedTrigger: Can now set the value of a flag equal to the power of action which triggered the event.
AbilityActionFX: Can now derive power from the value of a flag.
Companion rewards and entities added to combat through CombatFx can now be set to be controlled by AI.
Equipment Rewards now scale quality to better match target reward size.
Presets have now transitioned to using the referenced sub graph system.
Added “Set Flag Value To Filtered Entity Count” FX type to CombatFX node.
Improvements
Optimized game’s launch speed which could become sluggish when multiple thousands of UGC items are installed.
Bug Fixes
Fixed bug which occurred when a transformation effect was removed from an entity by the same ability that also launched it.
Fixed bug which occurred when a self action was placed under a “number of targets” condition
Fixed a few bugs concerning the Event Graph Registration modification.
Source
Changelog.gg summarizes and formats this update. How we read updates.
