Fixed an issue where you could not complete the final quest
Fixed an issue where Obzen would not drop loot when defeated
Drastically reduced most item requirements
Sorry for so many patches today. There still may be an issue with the final quest. Abandoning the quest should fix the issue. Hopefully this is it.
Hotfix - Jan 25th, 2023
Hello!
Apologies for the 2nd update today. This hotfix should help with your character spawning sometimes through the world on dungeon load.
Thanks for understanding. -Alex
Level Update - Jan 24th, 2023
Hello again, everyone! I'm pretty happy to release today's update which should give a whole new feel to Dungeoneer. The levels have had some significant visual improvements made as well as major lighting changes to give a darker feel to the game. Of course, some bug fixes and patches included as always :)
See below for changes.
Changes
Major lighting and visual changes to all levels (the screenshot's lighting is brighter than in game)
Sacred Grounds
Forgotten Crypt
Oolai Prayer Grounds
Most projectiles no longer have a homing component to them, meaning enemies and players can now dodge most projectiles
Eating and drinking now replenishes your health and mana faster
Alma now sells higher level healing and mana potions after your character has reached certain levels
Physical trap damage is now increased by the player's stats
There is now a confirmation dialogue for deleting your character
Nerfed Obzen, Sorcerer of Destruction's spell damage and reduced the rate at which his adds spawn
Nerfed the damage of some mobs in the Suspended Atoll zone
Bug Fixes
Players can no longer move through dynamically placed dungeon walls
Fixed an issue where the Valiant starting class had a broken starting weapon item
Thank you again very much for all of the support thus far. -Alex
Hotfix - December 13, 2022
Hello everyone,
After playtesting yesterday's update a bit more I found a few things I wanted to quickly address. This patch will include a free respec for your character.
Fixes
Fixed an issue in multiplayer where players other than the host could not increase stat points when leveling up skill trees
Fixed an issue where respeccing would not work correctly, leaving players with incorrectly set stats
Enchanting/Disenchanting should now work according to the targeted item's skill level
Fixed some unreachable areas and chests
Balancing Changes
Judge Lu Rak has had abilities reworked, increased damage, and increased healing
General Obos has had his abilities reworked
Void knights now deal more shadow damage with drain life
Spawnlings have had their melee damage increased
All mobs have had their attack rating increased, including summons
Mobs in the Oolai Peninsula have had their XP reward increased
All quest experience rewards have been significantly increased
Thank you!
Update December 12, 2022 - Oolai Peninsula and PvP
Hello!
It has been a busy couple of months but I've finally managed to get the third zone and some things I've been working on into a decent state for Early Access. I plan on this to be the end of the base game, ending the player's quest. I've had to seriously limit my scope to make a complete game that can be fun with minimal "jank." With this being the final zone, I can now, again, focus on quality i.e. improving general character animations, spell effects, sound, lighting, level design, balancing, possible cinematics, key bindings, general options, bugs etc...
With that, I'm very happy to finally get some new good stuff out to everyone.
Happy December update!
Changes
Players can now finish their quest to save Ingrim and defeat the opposing cult at the Oolai Peninsula! A new complete zone with new quests, tiered items, bosses, and unique loot.
The world map has been updated to reflect the new base game content.
The PvP Arena level has been removed and a new PvP zone has been added to the town for easier PvP game matchmaking. Simply walking into the PvP zone will enable you to fight other players!
Other Noteworthy Changes
Hero Mode has now been locked behind the final main quest. Only players who have completed the main quest will be able to toggle Hero Mode.
Improvements to general AI and navigation
various small bug fixes
Thank you very much for your continued feedback and support. I cannot express my appreciation enough for the players and community we've built so far.
Thanks again, Alex
Update - October 5th, 2022
I wanted to patch a few fixes and improvements I recently made before beginning work on the new zones, so here's a little zone update pre-patch.
Changes
Many updates to details in the Wetland Labyrinth and Distended Cavern zones.
Wetlands Caverns
Fixes
Fixed the cost of gaining passive abilities.
The light radius around summoned units and other players has been removed. Only your character will now have a light radius.
Enjoy!
Hotfix - September 27th, 2022
Hello,
Just a few fixes for some in-game oddities. This patch will also again grant a free character respec on login.
Fixes
Fixed an issue where ground effects would appear above the player's head
Fixed an issue where enemies would randomly run away from the player towards the center of the world map
Fixed an issue where respeccing your character would lose skill abilities
Slightly changed the behavior of goblins so they run away less often
Changed the damage absorb lighting effects to be less intense
Removed the "Failed to move" notification since it was more annoying than useful
Ability Update - September 16th, 2022
Hello again,
After countless hours of playing, I've found that ability progression was far less than exciting. This patch aims to better that by reworking the entire ability system, adding "Talents" to the game. These will function much like skill trees in other games. Every time your character gains a level, they will now gain 3 Echoes. You may then spend Echoes to either increase the level of talent trees or gain a new ability or passive.
This means that spell book abilities are, at least for now, no longer in the game. With this change, players also will no longer gain 5 stat points per level but instead gain stats from increasing talent trees with echoes.
In addition, I've added many new abilities! I can't
The "Hit Chance" stat has also been reworked and has been changed to "Attack Rating." This stat is then used to calculate chance to attack based on the target's defense. This should better scale hit chance throughout the game.
I've also done some tweaks to combat, movement, AI, and some abilities but I didn't do a great job tracking this time around :) You'll just have to play to see all of the changes!
I'm excited to continue working on new content but that means longer times between updates. I'll likely be putting periodic updates on Twitter. Until then, thanks again!
-Alex
Hotfix - August 30th, 2022
Found a handful of (mostly) multiplayer bugs I wanted to address.
Fixes
Fixed an issue where the host of a game would have broken health and mana regen
Fixed an issue where joining players would revive in odd locations
Fixed an issue where joining players could not enchant/disenchant items
Fixed an issue where joining players could not see animations for abilities
Fixed an issue where joining players could not see ground effects
Fixed an issue where joining players would have their quickslots hidden when joining a dungeon (if issue persists, add and remove item from quickslots to fix)
Fixed an issue where subsequent character creation would have the wrong skills
Fixed stats for Shrine Trespasser and Shrine Sentinel in Hero Mode
Moved some unreachable resource nodes
Thanks!
Game Redesign Update - August 27th, 2022
Hello everyone,
Today I wanted to finally patch the game to align with the original gameplay philosophy and return it to its roots, bringing back randomly generated dungeons. Please see the last announcement for many more details regarding this change.
https://store.steampowered.com/news/app/1951840/view/3367023860651042753 What's important to note for returning players is the change in game progression and quests. Please read near the end of the announcement for more details.
It has been a great deal of work to totally reimplement old gameplay concepts but I'm very happy and excited with how it has turned out. Level quality has increased significantly while being easier to maintain. This change will allow me to add more content much faster than before, giving me time to improve the quality of UI, fix bugs, and finally get to new content.
Now with that jargon out of the way, onto the fun stuff.
Changes & Improvements
Dungeons are now randomly generated and the old dungeons no longer exist.
Quests have been reimagined and had their reward values changed to better fit the new game progression.
Added new UI elements mini-map, active quest tracker, and positive buff bar.
Moved attack notification UI to left of target health bar.
Auto Attacking and movement is no longer interrupted by instant abilities, though, abilities can still interrupt your attack animation. Combat should now feel much more engaging and far less restrictive.
Added a fade effect for better transitions to loading screens.
Improved the functionality of the hero select in the main menu. Also added lights to indicate the currently selected hero and which hero you are hovering.
Many restrictions have been removed from the enchanting skill, now allowing the ability to dis/enchant unique items and dis/enchant items of higher levels at a lower level enchanting skill.
Added the enchanted attribute to item tooltip UI.
Waypoints have been introduced to serve as points of travel and revival.
Knockdown has been removed from the game.
Stat, XP reward, and ability changes to various enemies and bosses.
Fixes
Fixed an issue where you could target dead units.
Fixed an issue where projectile spells could not hit larger enemies.
Fixed an issue where enemies would cast debuff spells too frequently.
Fixed an issue where players would get animation locked from dodging.
Fixed an issue where players would get animation locked from interrupting abilities.
Fixed an issue where joining players could not hear certain combat sounds.
Fixed an issue where joining players would not gain skill XP properly.
Fixed an issue where joining players would not gain quest rewards.
Fixed an issue where joining players stats would not increase when applying stat points.
Fixed an issue where joining players attack type would be incorrect, breaking animations.
Fixed an issue where joining players could not see outlines of meshes when hovering.
I may have missed some things, it's been a while since the last update but I hope this was worth the wait. I've found the new gameplay to be much more refreshing and enjoyable and I hope you do as well. There is still much to do and, as always, various aspects of the game (like story and level design) are still subject to change. But as far as gameplay progression and direction goes, this is likely near (if not) the final take.