Thank you all for the valuable insights you've shared in the QA Test channels, and we've taken every word to heart. Over the past 48 hours, we've been working nonstop to polish the game for the Next Fest Demo. Below, you'll find the patch notes – our response to your input.
This swift update, as with every step we take, is part of our collaborative journey to build Dungeonborne with our community. With your continued support, we're not just fixing bugs; we're crafting the dungeon crawler that we all aspire to play.
Also, a quick note on the Fighter’s Whirlwind skill: it remains unchanged for now. We've deliberately designed countermeasures for each class, challenging players to dive deeper and master the game’s nuanced mechanics. Rest assured, we're listening closely to your feedback—if post-Next Fest conversations indicate that the skill is truly overpowered, we're ready to make adjustments.
Patch Notes:
Character Balance
Increased the mana pool for spellcaster classes; Mages and Priests now have their mana cap raised from 100 to 150
Improved the targeting mechanics for Priest abilities
Increased the base shield amount for the Priest's Divine Protection
Increased the healing bonus per point of Faith attribute from 1% to 4%
Fixed an issue where some skills were not benefiting from Skill Damage modifiers
Weapon Balance
Two-handed swords can now enter the next parry faster after performing a perfect parry
Staff animations are now smoother and transition better between actions
Consumable Balance
Significantly increased the effectiveness of Mana Potions; the effect has been changed from "2 mana per second for 15 seconds" to "5 mana per second for 20 seconds"
Others
Mouse sensitivity can now be adjusted separately for the X and Y axis
Improved the in-game matchmaking system
Improved the monster/boss AI mechanics, adjusting their field of view and reaction behaviors
Improved the attack animations for certain monsters, making sword/spear skeletons and mimic attacks more readable
Improved the visual presentation of the environment and destructible objects
Improved the random spawns for Escape Portals, eliminating occurrences of portals being too high or overlapping with treasure chests
Fixed the visual effects for weapons in the arena
Fixed some instances of monster model clipping
Skeletons summoned by the Elite Reaper can no longer be looted
Bug Fixes
Fixed several client crashes
Fixed an issue where the mini-map in the arena would still display after death
Fixed an issue where refreshing the listings did not update the prices in the auction house
Fixed an issue where changes to key bindings in-game were not taking effect after returning to lobby
Fixed an issue where certain terrains in the environment are impassable
Fixed an issue where supersampling settings could not be saved
Fixed an issue where stacked items in mail could not be collected
Fixed an issue where the rune chest in the second level of the dungeon on hard difficulty could be opened without breaking the runes
Fixed an issue where pressing the ESC key after dying and entering spectator mode would become unresponsive in solo Sinner's End runs
Fixed a rare issue where the arena mode button could not be clicked
Thank you very much for enjoying "SUPER BOMBERMAN R 2".
We are pleased to inform you that we have updated to [Ver1.3.1].
Update Summary
Changed the "Play Again" button to the initial cursor position in room match/offline battle results Added "Refresh" button on the room lobby screen Added "Friends" item to "Sort By" in the Room Lobby Merged "Basic Bomber" and "Crystals" grades in Grade Match as "Grand Prix" Re-adjusted matching logic in Grade Match Fixed a bug that prevented some achievements from being unlocked Fixed a bug that prevented the number of achievements for some "Challenge" from being counted Fixed a bug in which parts placed in the "Level Editor" sometimes disappeared when loading Several other bugs fixed
The latest update data is required to play online elements.
Appreciate your continued support for Super Bomberman R 2.
Please check the official website for latest information and details.
Enjoy this relaxed conversation between STRAIN developer Lana Lux and Dystopika developer Matt Marshall as they chat about all things solo game development, challenges, staying motivated, cyberpunk aesthetics, and more!
Also, take a first look at the Dystopika NextFest demo.
Interesting in joining Minicology's closed beta? Join the Discord to sign up!
Content Additions: -Added Mimic Eels.... you'll run into one of these soon enough. They've got a sense of humor! They'll still eat you, though. -Added Obstinate Glove, an item that grants additional resistance against enemies under 33% health. -Added Terminator Brace, an item that grants additional crit chance against enemies under 33% health. -Added Executioner Protocol, an item that combines Obstinate Glove and Terminator Brace - an excellent option for tough boss fights, giving you a strong buff in the final phase of the fight -Added Avarice, an accessory that increases your luck at the expense of making you take 25% more damage.
-Speaking of, added Luck stat. --At less than 100 luck, you'll have a chance to re-roll for better drops. For instance, if you have 20 luck, kill an enemy, and fail to get a drop - there's a 20% chance that the luck roll will recalculate. If the recalculation is an improvement, you'll take that roll instead for the higher drop! --At over 100 luck, you have a chance to double guaranteed drops. That's pretty nice! Luck will probably replace hunger usage on the perk menu, so there's some chance into late game to gain high stacks of Luck.
Content Changes: -Added more sounds+polish to eels -Added sound effect for flint dropping from stone, special sounds for cracking coal & copper ore -Added extra effects to polyp bomb detonation -Changed coal/copper generation style to be 'uniform'. Reduces cases where random generation fails to generate enough of either resource.
Fixes: -Many accessory descriptions haven't been updated yet, but now read 0% instead of <X>% -Fixed issue where ferrite crystal heart blocks had been accidentally deleted. Would have thought this would have caused crashes - but no! The system is too stable, and ferrite hearts just ceased to exist. -Fixed localization issue with objective/event titles wouldn't render -Fixed crash on firing basic shotgun -Magma planets can now actually spawn eel caves