I've made a series of updates and quality of life improvements focusing on improving the new player experience. The major changes are outlined below:
The Tutorial has been expanded into three segments that now explain the different game modes that are available.
The shown UI bindings now dynamically update depending on if the player is using a mouse and keyboard or gamepad.
The overhead tactical view has had a lot more info added including the unit types that spawn points generate, the controlling team and capture progress of capture points, and the path that spawned units will take from a given spawn point.
UI soft locks have been fixed, but if you notice any more please let me know by submitting feedback.
A variety of other small updates and balance tweaks have been made as well.
Known issues: There are some things I'm aware of, but still working through.
There are some cases in split screen where if multiple players are in a menu they will block certain buttons from being interacted with.
The first prompt in the tutorial assumes you are using a mouse, The rest of the prompts correctly identify Gamepad inputs.
The Music audio levels are a little uneven. A volume pass is in the works.
Giants and Magic units are only partially functional at the moment.
Version 2.0.5 Changed all the icons Updated all the dialogs in Realm 1 Touched up on the difficulty on all dungeons below the 500 level cap Added access cards to the dungeon floors to help with the random loop in dungeons so reaching the end won't feel like it will take forever.
Hunters Changed so that all hunters can start a normal attack and perform a dodge attack by holding down the mouse click-or-button. This allows a normal attack to be looped by holding down
Hello everyone, Gronkins here with patch 0.5.2 of Dungeon Exiles! The main feature of this update is the new Collection Log where you can see all the different items and abilities you’ve unlocked throughout your runs. Depending on how things go this may be the final major update before the release of Dungeon Exiles. Going forward I plan on polishing and refining the game as much as I can, but with all that out of the way, let’s get into the new update!
The Collection Log
This is the most significant part of patch 0.5.2. Now you can view your Collection Log on the main menu where you can see every item and ability you’ve unlocked during a run! An item or ability will only be added to the Collection Log if it has been collected and the game has been saved. The game will only save on the following conditions:
If the player descends to a new floor If the player dies If the player chooses to end their run from the pause menu
So if you close the game in the middle of a floor, the current floor progress will not be saved (meaning that you'll be sent back to the start of the floor). This is due to both technical limitations and an attempt to de-incentivise save scumming
Saving and Loading
As part of patch 0.5.2, your run progress will be saved between sessions, so you’ll be able to resume and continue a run (at the beginning of the last floor you reached) even if you close and then reopen the game
As part of these changes, the Save data format has changed significantly so all previous progress will be cleared as you’ll need to create a new save. This means that for older players you’ll need to re-unlock the Rogue and/or Mage if they had been previously unlocked. I apologise for any inconvenience this has caused
Room Changes
The Dark Crossroads room (The red question mark) has been disabled. Currently, I don’t feel like most of the chaos cards are worth taking so I’ve disabled it for now and may re-introduce it at a later date
The Divine Atlar room has also been disabled. I didn’t feel like it was ever exciting or interesting to select a Resolve passive, so they’ve been removed
Game Balance
I’ve significantly increased the speed of the game, all players and enemies have had their attack speeds increased and their cooldowns reduced. Moreover, I’ve increased base mana regeneration to compensate. So overall balance should feel very different, for the most part, enemies should be somewhat easier but I’ll be monitoring the new game balance in updates to come
Cooldown Recovery
The maximum Cooldown Recovery Rate is now capped at 95% Abilities now have a minimum cooldown of 0.25 seconds
Critical Strike Chance
The Critical Strike Chance changes of patch 0.4.8 have been reverted. Critical Strike Chance will no longer be multiplicative and will be additive once more, however the numbers have been reduced to ensure balance. Lastly, Precision has been changed to keep its multiplicative Critical Strike Chance, turning a previously weak Aura into a powerful option for Crit scaling. I’ll be monitoring the Critical Strike Chance changes in updates to come
Traits
Trait amounts have been standardised. For the Demo of Dungeon Exiles, all traits will only go up to a maximum of 6 synergy bonuses, however for the full release of the game, they will all go to 8
Sentinel has been renamed to Juggernaut
Abilities
The Mage’s Timewarp Ability has been removed Sunder Vulnerable Chance: 100% -> 20%
Items
A new consumable item called Bag of Dice can now be purchased from shops for 45 gold. This is a consumable item that will grant 1-3 Reroll Dice on use
Miscellenous Changes
Reroll Dice no longer have a cap When rerolling items or abilities you can now choose to spend Reroll Dice or Gold You can now reroll Treasure Chests using Reroll Dice The camera has been slightly zoomed in Resolution and windowed settings have been added
Closing Words
So that is everything for patch 0.5.2! The last thing I wanted to quickly mention was the release date of Dungeon Exiles. So, assuming no delays or external factors, Dungeon Exiles should hopefully be released early August (so next month from the date of writing this). Of course, as I get closer to that date I’ll share any updates in regards to the release date, but that’s all for now!
To play the newest update, ensure the main menu reads “0.5.2”. You may have to update, validate game files or re-install your game to play the newest update
-Skull hatching point adjustment, now the birth point is farther away from the character -Fixed several bugs -Numerical balance adjustment -Jungle map battle rhythm modification
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