If you enjoyed the game today, please remember to leave a positive review! This will greatly increase the game's chances of success. Endless thanks to those who leave positive reviews.
- You should now only connect to ships near the party's leader region in the same way you connect to expeditions - Movement keys remapping added - Daggers and fists no longer cause target to flinch and do not refund attacker's stamina - Cooking recipes now produce 2 food per craft; but onions, mushrooms, tomatoes, rice, salt, and cooking oil can no longer be purchased directly from the cook - Omar, Cassia, and Maximus' quests have been rebalanced - Stamina regeneration given by Seals of Vigor reduced to 2.0%/3.0%/4.0%/4.5%/5.0%/5.5% - Jump height given by Runes of Leaping reduced to 3.0%/4.0%/5.0%/5.5%/6.0%/6.5% - Resolution scale re-added to settings - Equipment Accessory Kit capacity has been increased from 6x6 to 7x7 - The stamina cost of kicks has been doubled - When dropping an item in a party, party members will also be told the stack size of the item you dropped - Melee bots aim slightly lower on their target now - Water surfaces should no longer block interaction with containers like corpses and lootbags - Enemies that are being knocked down should no longer react to being kicked - Bots should no longer be able to kill teammates due to friendly damage - Chatbox should no longer receive empty lines randomly - Chat command "/server" added; if you are having a network problem after connecting to a server, please use this and tell us the UID it gives you! - Fixed bug involving VOIP that could cause server to behave strangely - Zombies should feel better to fight unless (known bug mentioned below) is in effect - Asura arena lighting updated - Speculative fix for situations where client and server inventories desync - Speculative fix for excessively losing connection when returning to a ship
Known bugs: - Zombie movement gets weird upon certain damage types hitting - Due to complications, Parrying may not work - Backpacks can bug out with some items
Hello to everyone that has shown interest, or even just curiosity, in "Broken Dungeon."
As many of you may have noticed, there has been little to no word from me in regards to the development of the game, and I am sincerely apologetic about that.
I'd like to take this moment to not only reassure you that the game is not dead in the water, but to share where I have been.
To bring anyone new to this game up to speed, the last update/correspondence from me was back in October of last year. As a game in "Early Access" and from a brand new developer in the industry, this likely caused many to feel the game has become a dead project. That interpretation is understandable.
To anyone that has supported the game's development and been excited for its future, this may have felt like a let down, or even a slap to the face.
Again, I wish to express my apologies for dropping off the face of the planet.
For almost a year, I have had to set the development of Broken Dungeon on the back burner.
The cause was due to instability in my life and living situations. Without a stable home, I simply could not think about game development or anything even extra-curricular.
I regret that I did not release a statement about this earlier, but I was simply laser focused on re-establishing my life and home. For quite some time, it was 24/7 "crunch time" on just finding a place to live.
I do have good news, though. I have obtained a new home, and secured a wonderful job in the development industry. With that said, I can now comfortably return to working on "Broken Dungeon" more regularly.
I am looking forward to continuing to advance "Broken Dungeon" into the game I had envisioned, and even more-so into the game the community desires.
With that said, I plan to dedicate my upcoming development of BD to addressing a few bugs that were brought to my attention (i.e. the Battleaxe disappearing when thrown) and the significant improvement to the Dungeon Master role. This will include adding new capabilities to the Dungeon Master, and working to make the role feel more rewarding to play (rather than acting as a troll or a chore to the VR player). Furthermore, these new capabilities that I have planned will reveal themselves as new interactions for the VR player, as well.
(I'm sure many of you have felt that the game loop of simply find alters, open alters, open door, beat the boss, and repeat has gotten old pretty fast.)
So, please look forward to the continuation of Broken Dungeon's development, and I appreciate all of you for being patient and sticking with me.
- Ken (SLAMS Games)
TLDR: Life got flipped upside down, but now I've learned to walk on the ceiling. New home, new job, and I can return to dedicating time to Broken Dungeon's future.
-Added fourth zone -Xian tomb temporally disabled until more random encounters are added; players will have a choice on whether or not to engage with random encounters in ther future -Balanced overall game difficulty(including changes to skills, talents, techniques and health of monsters in different zones), further adjustments will be made on player feedback -Game setting: Show blood will default to be turned off
New Fabaos -Fish eye: When off cd, next weapon attack damage x3 -Devour gourd: This fabao picks a monster every 20s, if it is a mob, then devour it, recover 10% health for player -Peach pit: Health +5, lifespan +30, and addtional hidden effect based on a certain combination
New Techniques -Age Faster: Double age up speed, lifespan consumption amount not effected -No Fear: Final damage +100%, -2% per age up, minimum to 0% -Perfect opportunity: Weapon cd x2, weapon attack damage x2 -And 4 other techniques based on basic trainings
- Fixes an issue with Forge maps size when sharing - Fixes an issue with online matchmaking scoring in slayer game modes - Fixes an issue that kicks a player for wrong reasons - Bugfixes and other improvements
Added: new models for savages. Walking is faster while aiming with the crossbow. Items can now be splitted in a box or furnace. The ladder is placed at a smaller angle to make it easier to climb. Each player needs a separate bed to sleep on. Changed sleep animation. The ghost does not attack in some dungeon areas with narrow passages. Fixed: Difficult to jump over obstacles in several places in the dungeon 3. Fixed: At peaceful difficulty wolf sometimes runs without animation. Fixed: A ghost attacks the host player in the house, if another player is left in the dungeon. Fixed: Animals cannot climb the ramp at a certain height. Fixed: The door looks smaller while placing them. Other changes.