Full notes
Full Super Smiling Dungeon update
Read the full published notes in a cleaner layout. The original post stays linked below.
Repeated intro
Hello everyone,
What changed
- Gameplay
- Fixes
- UI and audio
- Balance
- Performance
- Events
Super Smiling Dungeon changes
Super Smiling Dungeon continues to be polished and balanced, and a brand-new patch is now available for everyone :)
A bug in the Game Over → Quit menu that allowed replaying the Dancer without paying diamonds again has been fixed.
Missing translations have been added to the Game Over menu and the mini-boss room.
The diamond counter now appears in the Game Over menu, and a sound effect has been added.
The chance for a special enemy to flee after being paid has been increased (now 75% success rate).
Collecting multiple identical rings from a chest previously canceled their effects entirely — this has now been fixed.
Balance optimization: unlike shop purchases, having multiple identical rings does not stack their effects (this is now clearly stated in the description of positive chest rings).
A display bug affecting the Knight’s skill has been fixed in all languages.
A bug caused by player input that could alter the trapped chest reward has been fixed.
The achievements “3 Diamonds” and “10 Diamonds” have been adjusted so they remain active in the Achievements menu even if the diamonds are spent (you may need to reach these thresholds again for them to be permanently validated).
The achievement "Leaver"(Make 5 bosses flee) has been adjusted, fixing an issue that previously prevented its completion. Player still need to use Diamond against boss
Several tweaks have been made to improve randomness management in boss appearances.
Enjoy the game! 🎮
Source
Changelog.gg summarizes and formats this update. How we read updates.
