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We’re implementing broad updates across all dungeons, focusing on core mechanics, smoother progression and balance, ensuring fairness and excitement no matter how you choose to play, with the overall goal to make dungeon runs more engaging, rewarding, and enjoyable for all players regardless of where they are in their journey!
Features
- Introduced a new boss party HP modifier distinct from the standard HP party scaler, specifically scaling health for boss type mobs like Bulkatrons, Cactarosaurs, Necromancer, etc. This ensures a more accurate difficulty balance for bosses by using intended configurations. [TECH-9312]
Improvements
- Added a chest room midway through all Tier 1 and Tier 2 dungeons to provide additional loot opportunities. [DES-2405]
- Implemented functionality to make certain attacks, such as Slime & Cactosaur AoE pools and storm effects, undodgeable to enhance strategic discussions around dodge versus armor. [TECH-9398]
- Adjusted the priority order for damage numbers to ensure more significant hits (Heavy Crit Hit, Heavy Hit, Critical Strikes, Damage of Time Effects) appear in the forefront, preventing them from being obscured by regular hits. [TECH-9390]
Bug Fixes
- Fixed an issue where certain mobs, specifically slimes and armadillos, did not respect the mob cap in custom spawning events. The cap now correctly limits these mobs to a maximum of their respective types. [TECH-9337]
- Fixed an issue where selecting a relic with the drone equipped played extremely loud sound effects. This issue also affected the kusarigama and potentially other abilities. [TECH-9300]
- Fixed an issue where certain fishing nodes were not interactable, causing players to become stuck when attempting to fish. [TECH-9345] Reported by player: karpikus.
- Fixed a spacing issue in the description of abilities, ensuring readability and clarity in the ability details. [TECH-9411]
- Fixed an issue causing significant lag at the start of the round in Everdune T1 Room 5 due to sequencer setup for repeatable events. [DES-2391]
Balance Changes
- Revised the crowd control resistance system for bosses and mobs. Knockback immunity now grants resistance to all crowd control effects, requiring 4 hits to reach immunity, which lasts for 8 seconds. This prevents bosses from being stuck in an infinite stun loop and brings dynamic changes in gameplay. [TECH-9308]
- Implemented a new dodge calculation method where upgrades now provide a percentage based on the remaining potential dodge, preventing players from becoming completely immune to damage. This ensures a balance in gameplay where reaching extreme dodge values is still possible but balanced. [DES-2361]
- Increased the dodge upgrade in dungeons for level 3 and level 7 from 5% to 10%, enhancing players’ capability to evade attacks. [DES-2370]
- Adjusted the 3-Player Farpoint Room 4 by increasing the number of mobs. [TECH-9311]
- Adjusted the Scrapclaw Elite Tier 2 Farpoint Fight by reducing the speed of exploding bots and introducing a new spawn pattern for generic robots, which now appear more frequently during the fight. [DES-2398]
- Adjusted melee weapon balance [TECH-9401]:
- Increased Greatsword damage modifier from 0.6 to 0.7
- Reduced Greatsword cooldown from 2.4 seconds to 2 seconds
- Increased Hammer cooldown from 2.1 seconds to 2.4 seconds
- Rebalanced the Health Regen relic by changing it to ‘Healing Received’ relics, adjusting their distribution across levels. Players will now receive a 25% increase to healing received at levels 4 and 8. [DES-2389]
- Fortify will now provide a shield immediately upon activation