Full notes
Full The Fall of the Dungeon Guardians - Enhanced Edition update
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What changed
- Gameplay
- Performance
- Balance
- Maps
The Fall of the Dungeon Guardians - Enhanced Edition changes
- Elitesweapon
The version 1.0i has just been released, and this is another important update that brings new features and polishing to the game. This is the 8th big update since the initial release of the game on Steam, back in November 2015, and hopefully you'll agree that all these updates combined deserve the title of "Enhanced Edition" ! ːsteamhappyː
Before seeing a recap of all the improvements done, let's focus on the version 1.0i
So its main additions are : - a better streamlined party creation with more info where it's needed - a macro system to save & restore your team members' ability queue - smoother rendering if you play with a refresh rate higher than 60hz - new Toggle Selection icon that should make its use clearer when discovering the game Full changelog can be seen here, as usually : http://steamcommunity.com/app/409450/discussions/0/490123727974362306/?ctp=8#c1457328392103001810
And here a summary of the most important additions to the game since its initial Steam release :
- v1.0b – January 2016added the Treasure Hunt, which is a chained series of riddles, more or less easy, designed mostly to test your memory and your observation skill, and nicely put some goal unity throughout the whole adventure
- v1.0c – March 2016added a puzzle in the Level 3
- v1.0d – July 2016added Soldier difficulty, which was best tuned for though dungeon crawler fans and regular tactical game players and filled the gap between the Adventurer & the Warrior difficulties, respectively for the average dungeon crawler fan and the tough tactical game player ; it also added a more complete custom difficulty that lets you define the damage and health for each type of enemy (normal, Elite, Boss)
- v1.0e – September 2016added destructible barrels, food and drinks that restore health and mana when you’re outside of combat, as well as a new puzzle for the Level 2, and a few additional secrets in the first couple of levels ; this update, coupled with the puzzle added in v1.0c made a more consistent experience puzzle wise for the game ; on release, the 1st noticeable puzzle was on Level 4, which was way too far in the game for puzzle fans
- v1.0f – December 2016added a tooltip when moving the cursor over the damage & healing numbers to show who did those and with what ability ; this is a close equivalent of the requested combat log, and it greatly helps you to figure out who did what and when
- v1.0g – April 2017added the “Low Enemy Density” option which removes about half of the Common enemies, but not the Elites nor the Bosses ; you can enable at any time this option if you think there’s too much combat ; loot and XP will be automatically adjusted so the game plays the same. This one is a game changer for a lot of players who felt the game was too much combat based, by bringing the balance back to the exploration side, close of the average dungeon crawler game
- v1.0h – June 2017added the Mini-map
- v1.0i – July 2017added a Macro system to lower the repetitiveness of the combat, as well as a fully detailed explanation of each character when selecting the characters to create our party at beginning of the game, and a smoother rendering if you play with a refresh rate higher than 60hz
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Source
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