First off I'd like to thank everyone for their feedback. This patch is mainly addressing this feedback and updating the tutorial so it is a better experience.
Changes
Tutorial condensed into one act with changed visuals and text. This is still a work in progress.
Lollypop villain deck has removed "Load Up" and replaced it with "Guiding Shot". Load Up was fairly punishing to Rupture decks and scaled up faster with Tentacles and the other inherent micromissile buff cards. Guiding Shot is actually stronger for the cost, but should limit these issues.
Fixed Detonating tooltip, changing turns to time.
Fixed Combo tooltip, added that it is removed on recovery.
Improved the text on the "Pause on AI turn" option. This option wasn't clear enough and could be helpful to a lot of players.
Added a win percent to the run history.
In Act 2, fight 2, removed threshold from an enemy and replaced it with slow 3. This should give you a good target to attack first, especially for focus builds and make it less likely to see three attacks all at once.
Added the option to increase exceeds to Fame nodes. Exceed is one of the tools that helps you to deal with unlucky situations such as too many enemies attacking you all at once or bad draws. This is giving more access to them and in the future more options for exceed will be given.
Exceed Max HP cost removed. While it might come back later when Exceed is a more in depth system, for now it is better to have players feel more comfortable using Exceed. I can't wait to see the 8 exceed instakill deck.
Tweaked player HP up by 5 on the first difficulty. Between this and the Exceed changes you should have 9 more HP to help you survive an extra hit or two.
Made difficulties need to be progressed through. This should help guide new players to a better progression.
Improved the deck manager text to be more clear about the minimum deck size
What's next? The feedback has really touched on three places so far:
Difficulty - currently the game has a 30% win rate for newer players and around a 70% win rate for earlier testers. Monster Train has about 40% and Slay the Spire is around 10 to 15% win rate for the entire run. Since this playtest is the first two acts, I am looking to increase the win rate to about a 50-60% win rate for newer players. To do this I'm looking to improve the tools for new players, smooth out some knowledge checks and difficulty spikes and improve the clarity of the game.
Action economy - One of the main complaints has been a lack of opportunity to do actions or make choices as you are generally limited to one card play at a time and a sidekick activation every 10 seconds. Similar to the last point, I'll be looking at ways to put more options into the hands of new players, the start of this is the changes to exceed. This will also help with moments where three enemies are attacking you at once.
Getting to the fun - The other issue people have had with the playtest is bouncing off quickly. The core of fun is when you are flowing between enemy actions with a powerful deck and a grasp of the time system. One of the big goals will be making the time system more clear to help have those fun moments more and reduce the number of times you mistime a dodge and are hit.
Hello, Retrievers. We're bringing you the 0.10.1 patch notes today.
This patch introduces 3 new teammates and 3 new ship upgrades.
New Teammates
Entomologist Dora
Dora is a teammate who connects two boxes on the board each try, providing the same aura in one box to the other, effectively scratching those hard-to-reach places. Especially since resources produced through equipment are also supplied through these pathways, having the right gear can double its effects, which is a significant advantage.
Headbutt Rock
If you need a teammate who gets the job done, Rock is your go-to. With a reliably activating ability, Rock helps players solidify their strategy. Through upgrades, his stability can be further enhanced, and he can be energized to push through longer missions.
Leech Chu
Belonging to a parasitic alien species, Chu sticks to the most recently recruited teammate, mimicking their actions when they re-roll or return. Chu's utility varies significantly depending on the host, showing extraordinary effects with teammates who frequently return or re-roll.
Additional Ship Upgrades
Three types of ship upgrades have been added. The most significant change allows for the upgrading of the Arbetti.
Bug Fixes
🐛 Fixed an issue where the random seed value might not apply correctly during the teammate selection process.
🐛 Corrected a problem where the UI for checking non-recruitable candidates might not appear in certain situations.
🐛 Fixed an issue where clearing with a passionate fan in the destination planet "Beatenbiv" might not process correctly.
🐛 Corrected abnormal dialogue progression when proceeding with a passionate fan in the destination planet "Beatenbiv."
🐛 Fixed a display issue for some paths in the path selection view.
🐛 Corrected layout errors in the UI displaying special conditions during scouting events.
🐛 Fixed an abnormal display of selectable options UI after one selection during scouting events.
🐛 Corrected an issue where the story event related to "Rusty" might not progress correctly.
🐛 Fixed a problem where pausing through the options menu could be undone after accessing the logbook during gameplay.
🐛 Corrected an issue where the options menu couldn't be accessed with the Esc key during dialogue progression or dice actions.
Improvements
✨ Faction(Tokens, actors)-related text within action cards now includes faction icons.
✨ Improved display for non-teammate dice injury indicators.
✨ Enhanced the arrow UI display method when selecting dice and pellets.
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