I can't believe it's been two years already. Unfortunately I am not able update the game regularly due to the lack of time. Moreover, I have not been able to fix the controller issues present on some computers. Unfortunately this is plugin dependent and at the moment I don't possess the resources to rewire the whole controller system. As a workaround I've noticed that connecting more controllers than needed sometimes help.
For these two reasons, I decided it's only fair to reduce the game game price by over a half.
This will probably be the last big update to the game. Yet, I am commited to fix any annoying bugs. Just let me know on the forums. It's been an exciting adventure to finish and release my own game and I am so grateful for the support and feedback.
Now, for the list of the changes:
Frost effect - Frost damage caused by spells or weapons not only slows the enemies but freezes them in place if you stack the effect few times. This works not only for normal mobs but for each of the bosses too! You can now freeze the boss mid-attack and prevent a mortal blow. I dare you to try a glass cannon- zero armor/hp/resistance, max crit,damage with a mix of frost spells. Much fun!
Hell Mode/NG+ - Speak with the King of the Maulerum City if you wish to start the story again with buffed enemies.
Deleted Corrupted portal restriction - Spider Pendant dungeons are now entirely optional, you can continue the story without chasing the required amount of keys. They will be required though if you wish to enter...
Endless Dungeon - You can now access the dungeon in the east part of Thul'Vanas. Inside you will find endlessly scaling enemies and loot and a secret boss fight!
Difficulty option - you can now adjust the difficulty of the game in the options menu.
... and other minor fixes and improvements.
Known bugs: If you load you pre-patch save, your equipped armor and weapons will probably show wrong icons. This is due to the changes in the equipment script that enable infinite loot scaling.
last months I've been preparing a major update to the game in order to improve the already existing content and to add a bit of something new based on your recommendations.
Inventory Overhaul
The original slots with equipped items looked quite... outdated. New window looks much more proffesional and appeals better to the current standards.
Bows and Crossbows sprites
Until now only melee weapons were visually represented on the character. Whatever the ranged weapon you possesed the sprite would always stay the same. From now on, each bow/crossbow has it's own animated sprites. The Adept carries in hand the weapon that he actively uses so it's easier for player to discern whether they are in melee or ranged mode.
Copper Guard boss and Trader's Path rework
The Copper Guard boss is an optional enemy waiting in the new extended Trader's Path map. He doesn't have a lot of health points but can quickly kill off players without sufficient armor and dodging skills. Players that will manage to defeat thim will gain access to a small treasure island. For a new player it can take some time before he reaches the Spider Temple boss and the Woodsman is still dozing on the beach not really caring to fight. I wanted to give some cool encounter available for players at the beginning of the game.
Other improvements and fixes:
Mixed Spells now have lower secondary requirement - Change from 1/3/5 to /1/2/3 making it easier for multi-class builds to access them
Crossbow stat change - Buff: double damage and elemental scaling, Nerf: damage 20->18;Armor penetration 80%->40% ,
„Good boy” and „Treasure Island” achievements added
Piercing shot - now also restores all arrows in your quiver
Ice Golem buff - doubled damage and +2 slow
Blink buff – more range
Many minor bugs and annoyances fixed
I wish these changes will make the game more approachable for the new players and also better visually looking. If you happen to find a bug somewhere, make sure to report it in the community forum. If you like the game, please consider posting a review - it helps a lot! I think it's finally time to focus on the endgame content, but the scale of it depends on how well players will receive the current build.
I hope you like all the work I've done to improve DoTF so far. As always, big thanks for all the feedback on forums, without it, the game wouldn't have improved so much!
Krystian
PS Along with the update, the game gets a 15% discount from 11.03.2020, so if you are planning to buy the game it's better for your wallet to wait one day ;) The game will be discounted for 10 days.
Winter Sale discount, 2019 Summary and plans for 2020...
Hello Fellow Adepts :)
DoTF is entering Winter Sale with 15% discount. If you haven't bought the game yet, and you feel you are ready to challenge the Fallen, this is a good moment :)
The game has been improved a lot since the release so let's sum up all the major changes:
Latest patch: -Keyboard mapping (BETA) has been added in the latest patch allowing players to rebind the controls as they wish. -New help window has been added accessible when pressing [H] in the game. -Inventory is now accessible using [BACK/SHARE] button on the controller. Also you can now pick up items using [A/CROSS] -Crossbows buffed - More damage and 80% armor penetration. Still more of a secondary/support weapon due to the long reload.
October, November, December patches:
Mana and cooldown indicators added to the Spellbook
Aiming accuracy improved - no more increments!
Optimization - Game is running much more smoothly even on slower computers and "fps drops every four seconds" have been eliminated
Fixed the issue where controllers were not visible when using Steam
Mana and cooldown indicators added
Many bugs fixed and UI improvements added
Many of you pointed out that UI especially when using controller needs to be more intuitive and less cumbersome to use. That will be my focus from now on, however...
I will be taking a break from working on the game for at least two months. There are many things in my private life/daily job going on and I need to focus on them more.
I will probably break that vow and sneak in minor improvements here and there, however you shouldn't expect anything big. Of course if you you report any bugs, expect it fixed too.
So what are the plans for 2020? First of all, I plan to redesign many things in the UI to make it more approachable. Then, it will finally be time to add more late game content. I decided to ditch Hell mode and make a entirely new town with a new randomized dungeon. You can consider it a 4th act in the game.
As always, if you have any suggestions/want to report a bug or just share your story how one of the bosses kept crushing you, but you eventually found out a strategy to beat him, you can do this on the community forums :)
November Patch Notes - mana and cd indicators, bug fixes...
Hi fellow Adepts,
I didn't have much time to focus on the game lately but I managed to implement a couple of small patches.
First of all you may notice that mana and cooldown indicators have been added to the Spellbook as promised.
There is a small bug and Spirit Bow and Judgement cooldowns have wrong values but I will fix it during the week. It's because cds for this abilities is calculated in a special way and I need to make some kind of exception for them. Sorry for the inconvenience.
Other bugs:
-Fixed a bug where in some cases the monsters wouldn't drop loot even when they should have. That was especially annoying when you didn't get any loot after a boss fight. -Loot that for some reason would land behind the screen (could happen during some boss fights) will spawn under your feet -There should be less graphical bugs related to the order of objects. E.g a barrel that should be behind a cocoon looks like it's on top of it. -Fixed a bug where during the miniquests for killing bargh shamans and Winter Knights the head counter would overlap the inventory -Adjusted some numbers when giving bonus damage and elemental resistance to items in the Forge -Filled up many black holes in the walls of Frozen Chambers -Fixed a bug where Judgement would go on cooldown even if you haven't finished the combo -Fixed a bug where a Mutated Sealum would spawn with a bad name if he transformed with normal Sealum -Some other minor fixes I forgot
If you appreciate my effort, please consider posting a review. It's not easy for indie developers like me to stand out these days so any blue review really means a world to me. Ever used a Mirror Copy from the Control tree? That's how I dance after seeing a positive review :)
Next weeks I will be focusing on more intuitive UI and control customization as I promised. Hopefully everything will go well and I can release the patch in the mid-December. There will also be an announcement regarding the future of DoTF.
That's all for today. Wish you a lot of fun conquering the Dungeons of the Fallen,
Krystian
Patch Notes 12.11.2019
Hi fellow Adepts,
Next week, next patch. Summary of the changes below:
Golden Prince services now resets masteries too. Price unchanged. That's how good of a guy he is.
Player 2, 3 and 4, can now talk to Golden Prince in order to reset skills and masteries.
More responsive UI (there is no cooldown after pressing a button)
Added Window Mode, and Smooth Scaling options to the Options menu. Also all your display settings will be saved after every change.
Patching the game will not overwrite your language, music, display settings anymore.
Masteries that are available for leveling up are highlighted now.
Resistance Aura icon won't disappear anymore after change of area.
What is Smooth Scaling?
Smooth scaling will improve your graphics if you are using a smaller display like an office latpop. Comparison can be seen below. If your display looks ok on fullscreen then it's better to leave this disabled because it will only blur your image.
Expect more fixes soon. Mana and cooldown indicators will be added to the spell preview next week.
It's been more than a month when the game is on Steam and I think we have made a lot of progress. I hope the players will appreciate that and the game will get out the Mixed rating someday :+) I love working on DoTF but the huge constraint here is time. My plan is to improve and polish the current build until the end of the year and in 2020 start working on a new free content (endgame, items, new areas and random dungeons). Will see how it turns out :)
Once again thanks for all the feedback both positive and negative. I am checking the discussion forum everyday so if you have any query let me know.
Krystian
Patch Notes 05.11 - Optimization
Hi fellow Adepts,
We begin this month with the Great Optimization Patch. Many of you reported fps drops even on some high-spec machines. This shouldn't be a problem anymore.
FPS drops fixed - Thanks to the upgrade from DirectX9 to DirectX11 and optimizing the code the game runs smoothly even when there's a lot going on on the screen. Levels load much faster too.
TAB key no longer breaks control - hitting a TAB key caused a switch of focus from the game window to some hidden windows lists that store values behind the screen. This issue is fixed now. You don't have to worry that you hit TAB by accident and lose control of your character
Area names in Traditional Chinese are now in correct language (instead of Simplified Chinese)
Fixed a bug where you could use Spider Pendant even though it has not been given to you yet
IMPORTANT: One of the reason of the fps drops was a query that checked the status of plugged controllers every four seconds. That's why from now on if you replug the controllers during the game you will need to hit 'BACKSPACE' in order for them to start working again. I am writing this because I haven't added any info about this in the game due to lack of time. I will add such info in the following days.
Once again thanks for all the feedback. Next weeks I will focus on less and more annoying ingame bugs. Make sure to report anything you find in the bug report topic! https://steamcommunity.com/app/701610/discussions/0/1631916887497624651/
Krystian
Patch Notes 15,22.10.2019
Hi fellow Adepts,
Two patches rolled out recently. Summary of changes below:
Balance:
1 point of innate hp/s regeneraition added from lvl 1
Passive HP regeneration stops working after being hit. After 5 seconds, the regeneration starts working again. You will see a green cross near your hp bar indicating that the healing is active. Note that regeneration from spells like restoration aura is not affected and it heals you whether you are being hit or not. Regeneration is a powerful stat if stacked and you can heal some crazy numbers. Before the patch, it allowed you to withstand attacks even from the most powerful enemies. From now on, if you keep getting hit the bonus simply won't work. You need to actually avoid the attacks in order to regenerate passively.
Default controller mapping:
Default “accept” button is A(xbox)/Cross(ps4). Default “back” button is B/Circle. This is a standard key configuration in games nowadays and it applies to Dungeons of the Fallen from now on. However, X/Square still works in most cases as an accept button.
Inventory UI: Y/Triangle is a new button for dropping an item
Shop UI: X/Square is used for both buying and selling items
Spellbook UI: changing pages is done using DPAD. For example, you simply hit DPAD RIGHT, when the marker is on the right edge of the spell icon sheet, to move the page forward. X/B was never really intuitive but I couldn’t find a good alternative since all triggers are needed to assign spells.
Helps have been updated and a transparent background has been added to each help window in order to improve visibility
Let me know how you feel about the changes. I am always open for improvements. I know that ideally it should be possible to rebind the keys yourself, but I need more time implement it. Actually, I do have the feature ready within the engine, but I need to create a GUI for it and do some thorough testing. I’m also aware that the controller/player choice menu require improvements.
Next weeks I will focus on a plethora of smaller bugs, improvements and game optimization in order to remove the stuttering on some specific configs.
If you want to report a bug or offer any suggestions let me know in the community page. Also I'm always happy to read some boss fights feedback.
There were two patches implemented last days. Both very important.
Changes:
Steam no longer affects the controller - Many of the players reported that they had to either turn off the Steam Controller Configuration or even disable Steam at all to make the controller work. This doesn't apply no more to Dungeons of the Fallen.
Improved accuracy - the problem was that the default solution used integer values. This means that X,Y position of every projectile was rounded up to a whole number resulting in a significant change in its trajectory. I have rewritten the code completely and the new solution, based on float numbers, provides a 360° pixel crisp shooting accuracy.
Improved dialog interface - from now on you use A (xbox), X(ps4) to forward the dialog so its the same button that is used to talk to an npc. Also instead of different button for every dialog option you use UP,DOWN and A/X to confrim to choose the desired option
Next week I will focus on more intuitive and user-friendly controller interface and many smaller improvements and bugs.
FPS drops on some specific computers will be addressed next.
It's been a rough and stressful release. I honestly stopped marketing the game at all until I fix all the technical issues. Expect more patches soon!
Krystian
Patch Notes 07.10 2019
Hi all,
once again, thank you for the feedback. Summary of the patch notes below:
Updated tutorial help and menu help texts in all languages
Golden Prince offers now a better price for spell respec (Change from 1000 to 50). This will allow new players to test out different builds before they decide what suits them best.
Demon sword spawns with a correct name
Spiders in Forgotten Cave and Trader's Path have reduced damage so the new players won't die too often when they are still accustoming to the controls.
Fixed a bug where due to the unfortunate cursor positioning, clicking on a shop in the Tarneko Village would instantly sell an item on which the cursor was on.
Fixed a bug when the Journal was empty during the tutorial
Some npcs with no dialogs like fisherman and goblin trader no longer open an empty dialog window that players got stuck in.
That's all what I managed to fix today. With time I will address more issues. Below a priority list:
*fps drops on some computers: there's lot of code during the gameplay, that doesn't really need to be processed every frame. I will need some time and turn some things off one by one and test thouroughly to improve performance without breaking the game.
*mana and cooldowns indicators in the SpellBook: I know it's needed and also should be pretty fun to implement.
*shooting accuracy: The solution I use for most of the spells has limited angles and I would need to switch it to the same formula which is used for skills like laser and the spirit bow. It may be tricky but I with some tinkering I think it can be done.
*controller menu issues There are so many variables in place here like different controller behaviour and 3rd party stuff meddling with the configuration. This one will take some time but I'll try my best so the menu is as easy, comfortable and bug free as possible.
Once again thank you for your patience. After a month of 7 to 23 crunch I finally managed to spend some quality time with my fiancee who has always supported me no matter what. Expect more patches in the following days.
Krystian
Patch Notes 05-06.10.2019
Hi all,
first of all, thanks for all the nice words about the game and your feedback.
There's been a LOT of issues I did not expect at all. I managed to already fix some of them, but other I will adress during a week. Last month I have worked with almost no rest at all and my family needs my presence.
Summary:
*Fixed a bug when inventory from previous character stayed if you create a new one in the same slot *Tutorial weapons no longer disappear if you restarted the game in the tutorial. *Menu no longer opens if you use ESC to close inventory/spellbook *Deep Quiver mastery give a proper amount of arrows *Portal in Spider Temple responds to the controller. *Improvements to item and masteries description
Priorities for the following days:
-issues with controller menu -fps drops -shooting accuracy