Update v0.4.6


Release Changes:

We are rapidly approaching the end of the Combat Overhaul, and this update is a huge step towards that. The last thing to get touched by this overhaul will be the Cards System, which I've already started working on in this update.

Combat Buff replaces Individual Buffs

Gone is the old Combat System, and in is the new. Combat Buffs have fully replaced the individual buffs for each Attack Style. This change means there are no longer Damage Bonuses based on your Attack Style. This was already implemented in the last update with the new Armour Defense System, and it's now been finalized in this update.

There has been a holdover from the old system however: Defense Buff. This has transitioned to a Card Only buff, much like the Health Buff always was. It will Increase your Armour Defense Stat, and help reduce the amount of damage you take.

Changed Light & Power HitChance Increase/Decrease

A small change, increasing the chance of a Power Hit to -50%. I've also increased the chance of a Light Hit to +50%.

Parity Change for Mob HitChance Calculation

This was using the logic from pre-v0.4 versions. It's now been updated to the most current logic.

Updated Loadout Screen to reflect Buff System Changes

Small Change to replace "Attack Buff", "Ranged Buff", and "Magic Buff" text with "Combat Buff".

Fixed Health Bar extending too much

This issue came from the new Health system, so to fix it I've now made the Health Bar Static.

Health Bar Coloring Now Scales With Maximum Health

If your Health was above 100%, the color of the Health Bar wouldn't start changing until you were at 99% health. This seemed wrong, so I've made it so the color changes at every value of Health, even above 100%.

Raised Tree Positioning in Woodcutting in Mobile Mode

Part of the Texture was being cut off, and it was too close to the PlayerBar for my liking.

Added Wards to Staff Object

This was a big change for the better. Each Staff is now assigned a ward when it's created. The old system gave the _Player_ a Ward when a Staff was equipped, and removed it when a Staff was Unequipped. The new system now equips the Ward attached to the Staff Object.

Mobile PlayerBar Button Positions Have Been Adjusted

I've pushed the "Return" and "Pause" Buttons back a few pixels, and rearranged the Dungeon Movement Buttons. The Search Button has been positioned underneath the Movement Buttons, and the Warning Text has been moved to Under the Health Bar. These changed were made so the new Health Bar wasn't covering buttons.

Added Fractured Staff Ward

Added the Ward for the Tutorial Staff

Parity Change for Loadout Tutorial

Changes to Combat Logic to match this releases updates.

Added Damage to Card Buffs

Cards will now _DIRECTLY_ be able to Increase of Decrease your Total Damage. Right now, there's no such card available, and I'll explain more about what's changing with Cards when those changes are released.

The Card System has sadly been an afterthought for the last several updates. The game has grown a lot, but the Cards have stayed the same since they were first built. As I mentioned at the start, they'll be getting updated soon and this change is a large part of that.

Changed Card Display in Loadout Editor

Cards will use a new Font, the Buffs have been re-positioned, and the Wording of the Information has changed.

Centered "Ore" Label in Smithing

I noticed the label was off a fer versions back, but was always busy doing something else so I kept forgetting about it. Finally got around to fixing it.

Bug Fixes

  • Fixed Bug where Attack Style Was Being Incorrectly Set
  • Fixed Crash when using Cards
  • Fixed Bug where Combat Level was shown as null object in PlayerBar Stat Viewer
  • Fixed Crash When Entering Forest

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