Dungeon Souls Update v1.0.4 - UI/UX Redesign and Razer Chroma
Scope
Details of this section:
This section contains the scope of what patches were made in the current version.
This patch brings a re-newed user interface, as well as compatibility with Razer Chroma devices.
Game Elements
UI Remake The game's user interface has undergone several changes to make it easier for new players, whilst making it familiar to old players. We tried to balance both of these factors whilst doing it!
Here follows a list of UI elements changed:
Gameplay
Added new flavour text options to disable most of the text clutter during gameplay for experienced players.
Traded most some of the game's text-based information for icon-based information.
Fixed a visual bug with the inventory menu
Changed visual representation of skill points in the stats menu.
Gamepad Aware
The game will now change and display information from several UI elements if a gamepad is detected.
Controller's Skill Menu
Changed the active selector of skills
Made the menu compatible with other menus (so it wouldn't overlay)
Changed the position of elements around to occupy a smaller space.
Character Select
Changed the titles of the classes to have a unique feel to each hero.
Changed the position of the passive button to a more noticable place.
Added new smoke particle effects
The menu now shows what weapon the hero has currently equipped.
Added tooltips for gamepad.
Changed the passive's menu to be compatible with the gamepad.
Armory Menu
The inventory now has an active selector.
Changed the heroes' titles.
Changed the color theme of the description for a more friendly gradient to the eye.
Crafting Menu
Fixed a bug where the arcane forge could have elements outside of the game's window in certain resolutions
Re-vamped particle effects
Added an active selector for each type of menu
Traded text elements for icon-elements
Changed the heroes' titles
Hardware Compatibility Razer Chroma Added support for Razer Chroma devices! Here follows a list of the devices that are supported by Dungeon Souls:
Keyboard
MousePad
Mouse
Headset
Tutorial Added two new stages to the tutorial to explain how to progress through the level, as well as what materials are and can be used for.
Bug Fixes
Details of this section:
This section contains the bug fixes that were applied in issues detected in the previous versions.
Increased the game's FPS count by a slight amount.
Fixed minor bugs in the game.
For Assistance/Support, e-mail us: support@laminastudios.com
DUNGEON SOULS UPDATE REPORT as of 27 March 2017
[B]PAGE 1 - CONTENTS [/B]
[B]PAGE 2 - NEW CHARACTER SELECT SCREEN[/B]
[B]PAGE 3 - NEW ARMORY SCREEN [/B]
[B]PAGE 4 - NEW CRAFTING SCREEN[/B]
[B]PAGE 5 - NEW IN-GAME MENUS[/B]
[B]PAGE 6 - IN-GAME TEXT REDUCTION[/B]
[B]PAGE 7 - FREQUENTLY ASKED QUESTIONS[/B]
For inquiries and urgent assistance, please send us an e-mail at laminastudios@gmail.com
Dungeon Souls v1.0.2 - Love Temple
Scope
Details of this section:
This section contains the scope of what patches were made in the current version.
This patch version fixes a few bugs with steam related services, as well as some exploits of the game.
Game Elements
Events
(NEW) Valentine's
A new stage was added to celebrate valentine's day! Help the cupids of the Love Temple get
rid of the stone cold Gargoyles!
Objective: Save as many cupids as possible. The cupids spawn alongsided with the gargoyles whenever you touch a mark. The gargoyles are strong, so be prepared to take them down quickly!
Reward: For each cupid saved, there will be an uncommon item waiting for you at the door. There's a high chance of one of those items being a rare item!
Accessibility: You can access the Love Temple via the pink teleporter. The pink teleporter has a chance of appearing near the portal in the Cathedral area. It will not spawn in a boss room.
Duration: The event lasts from 14th of February to the 20th of February!
Story
Added new story elements to the game!
(NEW)Final Cutscenes: added a final ending cutscene for each possible ending.
Updated soundtrack of the game.
Judgement
(NEW)Death Animation: Added an unskipable cutscene when the first phase of the Judgement ends. The cutscene shows the summoning of the second phase.
Added a beam of light whenever a boss is summoned to aid judgement.
GUI
Changed the update behaviour of the hero GUI's health bar. The bar now refreshes faster when the player loses hp, proportional to the amount of health lost.
Life Steal
Now only applies to damage dealt by a hero. Still heals all heroes.
Optimization
Decreased the base amount of memory (RAM) usage from 580-600MB to 250-300MB, at a cost of a bit more of the cpu. However, the cpu used should be very spontaneous.
Decreased the size of the game file to around 90MB.
Bug Fixes
Details of this section:
This section contains the bug fixes that were applied in issues detected in the previous versions.
Lifesteal pop up now shows "stolen" instead of "syphoned" and now displays the amount of health recovered.
Fixed a bug where the game could crash due to a surface rendering problem.
Fixed a bug where you could exploit the game and bypass levels
Fixed a bug where the Skeleton King would cut the audio at "The End" level.
Fixed a bug with Glass Cannon where you could exploit the stat increase of characters such as the Destroyer and get infinite damage.
Fixed a bug where the game would crash upon defeating the Soul Guardian if certain requirements were met for the Soul Orb.
Fixed the Golden Shelf's range to match the tooltip range.
Fixed a bug where a memory leak would occur in the game, causing an "Out of Memory!" fatal error to appear.
Fixed a bug where cloud saving wasn't working properly.
Fixed a bug where the Skeleton King achievement was being given without the requirements being met.
Baker Achievement now no longer needs story-only recipes to be completed. This means recipes like "Murderer Ring" are not needed to get the achivement.
Fixed a bug where allied units (such as the necromancer's skeletons and the engineer's spiders) were not being damaged.
To All Dungeon Crawlers!
Hey dungeon crawlers! Hope you all are enjoying Dungeon Souls so far. Thanks for playing. We are working hard to get a new update out to you guys very soon, where we will be fixing some known bugs and adding new content/refining the game/balancing etc.
Are there any specific features or suggestions you guys have that we should take into account at our next team meeting?
Thanks again!
Dungeon Souls Update v1.0.1
Scope
Details of this section:
This section contains the scope of what patches were made in the current version.
This patch version fixes a few bugs with steam related services, as well as some exploits of the game.
Bug Fixes
Details of this section:
This section contains the bug fixes that were applied in issues detected in the previous versions.
Fixed a bug where steam achievements and steam cloud saving were not functioning properly.
Fixed a bug where using the Nightblade's shield would cause to gain infinite defense, if repeatedly used.
Fixed a bug where the Soul Guardian could drop more than one Soul Orb if spawned at the Judgement level.
Dungeon Souls Launch Hotfix (Update #16.1)
Scope
Details of this section:
This section contains the scope of what patches were made in the current version.
Hotfix for patch 16.
Bug Fixes
Details of this section:
This section contains the bug fixes that were applied in issues detected in the previous versions.
Fixed a bug where using the cleric's gate, wizard's clone and necro's skeletons would cause the game to crash unexpectedly.
Fixed a bug where enemies would cause the game to crash under certain conditions.
Fixed a bug where pausing the game and resuming could sometimes crash the game.
Fixed a bug where using a 360 controller could cause the main menu to crash the game.
Fixed a bug where the character select screen could crash if the game was on second plane for a prolonged period of time.
Fixed a bug where cursed items could spawn in golden chests.
Fixed a bug where the player could not teleport to the "Forbidden Library", even if the requirements were met.
Fixed a bug where the player could not teleport to the Fae Garden using a gamepad.
Fixed a bug where the Teleporter Obelisk was not displaying its name.
Dungeon Souls Launch (Update #16)
Scope
Details of this section:
This section contains the scope of what patches were made in the current version.
Patch 16 introduces Local Co-op, as well as minor balance changes, graphical updates and story implementation. Steam cards and achievements are now enabled. The patch also adds a few bug fixes along the way.
The minor balance attempts to make the experience of playing melee heroes a bit easier, by increasing their base health.
Game Elements
Heroes
Balance
Melee Heroes:
-Increased base health by 20. This initial health boost, alongsided with the passives, should make melee heroes easier to play (allowing one or two more hits in each level).
Credits
-Updated credits to reflect the new
(NEW) Local Co-op
Dungeon Souls can now be played with up to two players, on a local computer!
Rules:
On the Local Co-op game mode, there are several rules that are applied to the standard way of playing the game. They are as follows:
The local co-op only supports 2 players playing at the same time. Player 1 must use the keyboard. Player 2 can attach any gamepad to play.
Every enemy's stats are increased by 1.75x their original value. This multiplier is applied after the difficulty multiplier. This makes the game remain challenging, even in local co-op.
Players have shared inventory. This means that items picked by one player will also benefit the other player's stats.
Players have shared passives. This means the passives upgraded on the single player run will also affect the local co-op run.
The screen is split in half and each player has their own screen to play. This means that there are two cursors for each screen. The cursor's color will depend on the player's hero color.
If one player dies, their screen will turn black and display the "Dead" message. If, however, the other player can reach a boss stage, all players get revived.
Arcane Forge appear beside Player 1.
The game's story elements will only have in account Player 1.
Only one stats upgrade menu can be opened at a time.
Only one inventory menu can be opened at a time.
These rules will be available in-game on an upcoming patch.
Art Assets
The End
All art assets of "The End" dungeon have been updated to match the game's current look-and-feel.
Gameplay Mechanics
The End
(REMOVED)Auto-Teleport Killing all enemies in "The End" will no longer cause a 3 second timer to teleport you to the center of the room.
(NEW)Obelisk Teleporter After defeating every enemy on each stage, an obelisk will appear beside the player. This obelisk allows the player to teleport to the room's portal.
Story Elements
(NEW)Soul Orb Collection
Heroes can now collect their respective Soul Orbs from the Soul Guardian. Each player has its own Soul Orb (indicated by the pulsating color of the hero, as well as displayed on the item's tooltip). If the hero manages to defeat Selene with a Soul Orb, the Soul Orb's hero will get resurrected. Each hero can only collect up to 3 Soul Orbs per game.
This mechanic is the way of beating the game. End-game scenes will be available on an upcoming patch!
Steam Cards and Achievements
Steam Cards, Badges and Achievements have been added! There are 10 available achievements to collect (although, in this patch, only 9 can be unlocked).
Items
No changes to state.
If you want to suggest more items, please visit the item suggestion thread and share your ideas!
Enemies
Selene
Added two more attack patterns to spice up the battle
Added more torches to the boss battle room to make it easier to spot attacks.
Reduced base health from 15 000 health to 10 000 health.
Updated art assets.
If you want to suggest more enemies, please visit the enemy suggestion thread and share your ideas!
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Arcane Forge
The arcane forge is a place where you can forge items and weapons to use in future runs for your heroes. You do so by using recipes collected in the Forbidden Library (random drop from monsters) and
by collecting materials from your runs. Whenever an item reaches full stack, it will drop ingredients to be used on the arcane forge! Thanks to everyone who contributed, specially to Steam user Herbrek for the suggestion!
No changes to state.
Bug Fixes
Details of this section:
This section contains the bug fixes that were applied in issues detected in the previous versions.
Can You Shush For A Second? - Fixed a bug where boss voice lines could repeat indefinitely. Now, each boss voice line has the minimum duration of 1 second. This means that another voice line can only be played once the previous voice line has played for 1 second.
No More Nausea Please! - Fixed a bug where moving the cursor whilst viewing the player's inventory would cause the background to move. This contrast in static-movement could cause nauseous effects.
Fixed a bug where Gamepad Reticule Aid could create undesired behaviour. The system was changed to behave more passively and only if it detects the player needs aid with aiming.
Heavily increased FPS to account for Local Co-op. NOTE: The FPS increase between each patch should now reach a halt, as most of the optimization has been completed. If you still have trouble running the game, please refer to the Contact Information on the game's Credits for further assistance.
Known Issues
Here follows a list of all the known issues and/or suggestions that we've taken a look into but were unable to fix for this patch. Hopefully, this list gets shorter with each patch :)
Known Issues -Due to the way the engineer behaves, his spider are dealing more damage than anticipated (each spider is dealing the displayed tooltip damage). We'll try to balance this issue out.
-Some dungeons can spawn without any marks. We have special plans for this situation ;)
-A new mechanic to cap the movement speed of heroes is needed, due to some of them still going sonic-like when using certain movement speed objects.
Considerations In Up-Comming Patches
Details of this section:
This section describes the suggestion that are being taken into account during the next patches. It does not mean that they will be implemented fully (or even at all). However, it does mean that we liked the idea and will try to implement it! :)
-A GUI that displays buffs/debuffs and extra information about what's going on in the game. Thanks to Steam user Herbrek and Xerxes Asuras for the suggestion!
-Quick save and quick load feature. Thanks to Steam user kierasam for the suggestion!
-Multiplayer functionality. This feature is an end-development feature but we intend to make it happen!
-A page on the main menu that allows you to view all the items you obtained during previous runs, as well as their descriptions. Thanks to Steam users QwiK and Zior for the suggestion!
DUNGEON SOULS HAS LEFT EARLY ACCESS + GIVEAWAY FOR PLAYERS
We are so happy to announce that Dungeon Souls has left Early Access.
Main improvements:
-LOCAL CO-OP
-IMPROVED CRAFTING SYSTEM
-ADDED CONTENT AND POLISH
-TRADING CARDS (Waiting on final Steam approval, ETA later today)
-ACHIEVEMENTS
-TONS MORE STUFF (Play and find out!)
Enjoy the game. Thank you to the community for all your great help and support. Make sure you enter the giveaway (see image and this: https://twitter.com/BlackShellMedia/status/804736473207447552 ) and spread the word!
Dungeon Souls leaves Early Access this Friday!
Get excited for the full release of DUNGEON SOULS! This Friday! Keep an eye out for an exclusive contest and giveaway, only for our valued players!