🌟 1.1.2 UPDATE 🎁 Happy Holidays!

Dungeon Drafters

Dungeon Drafters is a mystery dungeon adventure set in a world where magic is cards, and cards are magic. Explore ancient ruins, loot rare cards and employ clever combos to defeat your foes and build the legendary spell deck that could save the world.

[h3][b]Hey everyone! ːSlimeHatː Fressato here.[/b][/h3] Hope everyone is enjoying a wonderful holiday! We’re thrilled to finally bring you... [h1][b]✨ The 1.1.2 Update! ✨[/b][/h1][hr][/hr][img]{STEAM_CLAN_IMAGE}/42493224/2dd277ad1602b5553d70e4a90d5d53eac82b1219.png[/img] This update is [b]probably the biggest yet in terms of patch notes alone[/b]. While it may not be a full [b]1.2 update[/b] with major mechanical changes, we truly believe [b]the improvements and tweaks will make a noticeable difference in your experience[/b]. After a lot of hard work and collaboration with [b]Dangen and their QA team[/b], we’re thrilled to share this patch with you! As mentioned in the [b]1.1.1 update[/b], we’re transitioning to a new project, but we didn’t want to leave [b]Dungeon Drafters[/b] without providing it with the proper closure. That's why we’ve teamed up with [b]Dangen[/b] to ensure the game gets the attention it deserved before we completely move forward. Although we had hoped to release this update [i]before the holidays began[/i], we were still putting the final touches on it just a few days ago. That said, we’re excited to bring this update during the winter sale, as [b]we hope it smooths the experience for both new and returning players![/b] After many iterations and plenty of effort, we’re thrilled to bring these improvements to you. We believe these changes will enhance your time with the game, and as always, we hope you have a blast! [h1]1.1.2 📃 Patch Notes[/h1][hr][/hr][h2][img]{STEAM_CLAN_IMAGE}/42493224/b0cde19f2aa8bbe8ee4d3a94138e6eb1a47da36c.png[/img] [list][*][b][u]Gamepad Changes[/u][/b][/list][/h2][quote][h3][b]In-Combat Movement and Casting[/b][/h3][hr][/hr][list][*]A [b]"Hold to Move While in Combat"[/b] option has been added to the Gameplay Options. The hold time has been fine-tuned to avoid significant changes to gameplay while helping gamepad players prevent accidental movement when interacting with cards. This option offers three selections in a dropdown menu: Always On, Always Off, and Gamepad Only (default), which activates the option only when the player is using the "gamepad and keyboard" inputs. [*]The player’s hand is now easier to navigate when casting cards that require selecting multiple other cards, automatically skipping already selected ones. [*]The bug causing certain card draw or copy effects, such as the discard effect from Consume, to disrupt hand navigation when using a gamepad has been fixed.[/list][/quote][quote][h3][b]Inspect UI[/b][/h3][hr][/hr][list][*]The Inspect UI will no longer conflict with other in-game menus navigation (Deckbuilder, Guide, Boosters, Shops, and Draft). [*]The Inspect UI will no longer break its highlight box when inspecting text with a line break between words that share the same inspectable element.[/list][/quote][quote][h3][b]General Menu Navigation[/b][/h3][hr][/hr][list][*]Gamepad navigation in the guide has been improved, with enhancements to make it easier for players to quickly access any of its sections. [*]Several small quality-of-life improvements for the gamepad in the deckbuilder have been added. [*]When opening any shop with a gamepad, the information for the first selected item is now displayed correctly.[/list][/quote] [h2][list][*][b][u]Card Changes[/u][/b][/list][/h2][quote][h3][b]Tweaks and Balance[/b][/h3][hr][/hr][list][*][b]Boomerang:[/b] Now has real-time interaction bounces, avoiding pre-determined targets and dynamically calculating new targets as it bounces. This can be considered a slight buff, as Boomerang can now attack entities summoned by death throes and re-target creatures if their original target dies. [*][b]Echo Slam: [/b]Now deals instances of 1 damage per entity in the area, aligning its power-level with the rune and rarity levels of other archetypes. [*][b]Fueled Burst: [/b]Now deals instances of 1 damage per card discarded, up to 3 instances. If no cards are discarded, it will not deal any damage. [*][b]Compel to Act: [/b]Now has the Haste trait, making it cost 0 AP. The puzzle involving Compel to Act has been adjusted accordingly. [*][b]Blink Circle: [/b]Now grants Immunity 2 instead of Immunity 1. This buff ensures that summoned allies retain their immunity during the enemies turn, as they act after the player. [*][b]Ancients' Gaze: [/b]Curr HP description is now consistent with other cards (extra lives are considered when calculating the HP value). [*][b]Burnout: [/b]No longer deals 1 extra damage when attacking. The damage now equals the number of cards discarded. [*][b]Glyph Summoning: [/b]Puppeteer, Stun Trap, Steps Ahead, and Ancient Glyph can now all be summoned on available tiles occupied by allies. [*][b]Shard Toss: [/b]Can now be cast with fewer than the minimum shards required to deal damage. If this occurs, the card will simply be discarded. [*][b]Izuna Drop: [/b]Second range has been changed from a 9x9 diamond to a custom area. Target damage increased from 3 to 4. [*][b]Exsanguinate: [/b]Now has a global range. Wound effect reduced from 3 to 2. [*][b]Blood Snot: [/b]Wound effect increased from 2 to 3. [*][b]Reel Hook: [/b]Wound effect increased from 1 to 2. [*][b]Meteoric Jump: [/b]Recoil damage reduced from 3 to 2.[/list][/quote][quote][h3][b]Communication[/b][/h3][hr][/hr][list][*][b]Special Tooltips: [/b]All card descriptions with tooltips for cards or traps now properly display their descriptions, no longer appearing as either "Card" or "Trap" tooltips. [*][b]Threat Ranges: [/b]Tesla Claw, Pile Driver, and Black Hole now have a subtle visual effect to display their range without activating their effects. These visuals were added specifically because these gizmos can pose a threat to the player and their danger areas were not entirely clear. [*][b]Petrify: [/b]The description has been reorganized to make it easier for new players to understand. Prioritizing the discard mechanic, followed by the passive effect, ensuring a clearer structure of information for better player comprehension. [*][b]Ghastly Shroud: [/b] Now properly describes the summon projectiles as Phasers and not Shots. [*][b]Star Relocate: [/b] Now has the Trigger trait, and its description has been properly adjusted to include the Alpha Star Precision effect. [*][b]Crystal Trick: [/b] The description has been updated, changing 'destroy' to 'break' to clarify that using Destroy/Crush on Trick Effigy will not trigger its death throe. [*][b]Trick Effigy Prop: [/b]Renamed to Crystal Effigy to avoid confusion where players thought entities would attack the effigy instead of them. [*][b]Essence Swap: [/b]Description now correctly conveys that it does not affect Sturdy entities. [*][b]Transcend: [/b]Description has been reworded to better explain the card's effect.[/list][/quote][quote][h3][b]Previews[/b][/h3][hr][/hr][list][*][b]Boomerang: [/b]Preview has been adjusted to properly showcase the new changes. [*][b]Crater: [/b]Preview now correctly displays the area of damage around the player and summon of barricades. [*][b]Saw Cleave: [/b]Preview has been slightly updated to better illustrate the separation of damageable areas when hovering over the card's quick preview.[/list][/quote][quote][h3][b]Visual and Sound[/b][/h3][hr][/hr][list][*][b]Burnout: [/b] Received a slight visual and sound update. [*][b]Grave Summons: [/b]Gravestone VFX has been adjusted to display only a single card when its death throe is triggered. [*][b]Paradox: [/b]Received a slight polish and now plays sound effects when discarded.[/list][/quote] [h2][list][*][b][u]Curio Changes[/u][/b][/list][/h2][quote][h3][b]Balance[/b][/h3][hr][/hr][list][*][b]Scourge Ring: [/b]Now draws 2 cards instead of 1. [*][b]Land’s Bounty: [/b]Charges reduced from 4 to 3. [*][b]Battle Mage Pin: [/b]Charges reduced from 2 to 1. [*][b]Heavenly Slipy: [/b]Charge condition has been changed from Return to Adventurers’ Town to Reach a new Dungeon Floor.[/list][/quote][quote][h3][b]Communication[/b][/h3][hr][/hr][list][*][b]Bloodied Blade: [/b]Renamed to Hemoblade. [*][b]Blue Tear Ring: [/b]Description has been adjusted to clarify that cards from previous turns can also be copied. [*][b]Reaper Scythe: [/b]Description has been corrected to display "end of round" instead of "end of turn". [*][b]Stormbringer: [/b]The description of Stormbringer now properly clarifies that it targets enemies only.[/list][/quote] [h2][list][*][b][u]Monster Changes[/u][/b][/list][/h2][quote][h3][b]Mechanical Changes[/b][/h3][hr][/hr][list][*][b]Hinokami Dive State: [/b]Hinokami will now summon a Magma Tile beneath itself when attempting to dive and no magma tiles are available in the room. [*][b]Gargoyle Statues: [/b]Gargoyle will no longer destroy props while attempting to summon statues. [*][b]Ancient Effigy's Petrify: [/b]An ally Ancient Effigy will no longer Petrify the player. [*][b]Zombie: [/b]HP reduced from 3 to 2. [*][b]Illusionist Clone: [/b]Illusionists will no longer summon clones over traps, preventing possible softlocks. [*][b]Trickster Special Attack: [/b]The Tower’s Trickster has received a slight adjustment in its behavior, while properly communicating its possible states. Now, when dealing damage to a sleeping entity, it will deal melee damage + 2 extra damage as before. However, instead of healing all damage to the target monster, it now heals only 2 HP. [*][b]Magic Cauldron Target: [/b]The Magic Cauldron's targeting system has been slightly adjusted to prioritize high-value targets in most combats (Player, units without flight, units without positive effects). [*][b]Urmah's Enrage: [/b]Champion Urmah's enraged state has been slightly adjusted to have a fixed target, allowing for clearer communication of the preview. If Urmah lands on an occupied tile, it will push the other entity to the nearest available tile before dealing damage. [*][b]Siren Teleport Range: [/b]The Siren's teleport range has had its extremities trimmed, changing from a diamond-like shape with 3 tiles of distance to a box-like shape with 2 tiles of distance, matching the damage area of the states.[/list][/quote][quote][h3][b]Previews[/b][/h3][hr][/hr][list][*][b]Lost Wreckage Ray Previews: [/b]Xuaih and Green Nautilus ray states previews have been improved to better illustrate their range. [*][b]High Miasma Urmah & Nuesh: [/b]At higher miasma levels, Urma and Nuesh will now display a preview of the crowd buffs they receive at the end of the round. While this preview isn't entirely accurate due to how actions ordering are displayed, it addresses the larger communication issue caused by the lack of any action preview. This change aims to improve clarity overall. [*][b]Hinokami Counter: [/b]Hinokami now only displays a Shield Icon on their Counter when the shield condition is properly triggered.[/list][/quote][quote][h3][b]Visual and Sound[/b][/h3][hr][/hr][list][*][b]Hinokami Dive: [/b]The VFX for Hinokami Dive has been slightly adjusted to better represent the damage area of the attack. [*][b]Dyna Sounds: [/b]Dyna's sounds have been adjusted to better align with the timing of her attacks.[/list][/quote][quote][h3][b]Communication[/b][/h3][hr][/hr][list][*][b]Ancient Effigy Difficulty: [/b]Added extra text to the Ancient Effigy description to better inform new players about the intended loss during the tutorial. [*][b]Scared Penguin: [/b] The description for the Scared Penguin has been slightly revised to better convey the puzzle to new players. [*][b]Variable HP Monsters in Guide: [/b]Adventurer’s Shadow, Shadow Warrior, and Target Dummy now display “?” as their health in the Guide, as their health bars can vary.[/list][/quote] [h2][list][*][b][u]Dungeons Changes[/u][/b][/list][/h2][quote][h3][b]Mechanics Adjustments and QoL[/b][/h3][hr][/hr][list][*][b]Training Room Combat Glyph: [/b]The Town’s training room now features an additional glyph that allows players to start and end combat encounters within the room. This addition helps players test summons, effects, and other interactions that behave differently during combat. [*][b]Rope Puzzle: [/b] The Arena’s Rope Puzzle has been slightly adjusted, though the solution remains largely unchanged. [*][b]Mallet Shrines Chance: [/b] Golden Door rooms and Dungeon Floor Exit rooms now both have an increased chance of spawning Mallet Shrines, with golden rooms increasing from 50% to 70% and exits from 10% to 15%. [*][spoiler][b]Demiurge Arena: [/b]The indestructible pillars are now removed from the arena during the transition between the Demon Lord battle and the Demiurge battle.[/spoiler] [*][spoiler][b]Tome Shrine Secret on Misty Grove Ruins: [/b]Activating the Tome Saint secret on Misty Grove Ruins, which previously intentionally not triggered, now applies a single Hex effect to the player.[/spoiler] [*][spoiler][b]Shrine Secrets Improvements: [/b]The Jar Shrine, Mallet Shrine, and Stone Shrine Secret have been improved.[/spoiler][/list][/quote][quote][h3][b]Communication[/b][/h3][hr][/hr][list][*][b]Arena Glyphs Descriptions: [/b]Arena Flags Glyphs now properly display a description box labeled as “Shrine Glyph" explaining their functionalities. [*][b]Corrupted Shrines: [/b]Shrines corrupted by miasmas now display a custom description explaining the shrines' corruption system. [*][b]Dune Dome Obelisk: [/b]The Dune Dome Obelisk now has a proper inspection feature, similar to gizmos in other dungeons with comparable mechanics. [*][b]Lost Wreckage Crystals: [/b]The Lost Wreckage’s Crystal Beacon is now correctly categorized as a gizmo. [*][b]Props with Death Throes: [/b]Props that trigger counters and death throes now correctly display the Death Throe and Counter icons. [*][b]The Tower floor numbering: [/b]The Tower now displays floors in a more concise way. Instead of cutting off numbers in a broken format, floors now always start in multiples of 10 + 1, with the final floor being the 50th floor. This change does not affect the number of content floors the player experiences in the Tower, it is purely a aesthetical update.[/list][/quote][quote][h3][b]Visual and Sound[/b][/h3][hr][/hr][list][*][b]Lost Wreckage Puzzle Failed: [/b]Lost Wreckage puzzle crystals now display a small VFX when the puzzle is not completed, and the crystals reset. [*][spoiler][b]Astrolable and Paradox secrets polish: [/b]Both the Astrolabe Shrine Secret and the Paradox secret have been visually polished.[/spoiler][/list][/quote] [h2][list][*][b][u]Miscellaneous Changes[/u][/b][/list][/h2][quote][h3][b]Mechanics and Adjustments[/b][/h3][hr][/hr][list][*][b]The Monk starting deck: [/b] The Monk's starting deck has been updated, replacing Summon Beetle with Reflection. This change aims to generate more interest in Monk's initial deck, which has been challenging for both new and seasoned players to engage with. [*][b]Currency limit: [/b]Shards will now cap at 9,999,999 and gems at 9,999. [*][b]Tutorial-only Insurance: [/b] The banker will now give the player 1500 shards and a Starter Pack as the initial insurance, instead of just 1000 shards. Now it will only be provide if the player died during the tutorial. [*][b]Extra Information on Card Descriptions: [/b]Warnings from both cards and monsters (e.g., Alpha/Beta/Gamma Star) now display their proper descriptions when hovered over, providing useful information for the player. [*][b]Deckbuilder UI: [/b] In the Deckbuilder, both the "Curio Bag" and "Trait Filter" buttons can now be clicked with a mouse to close their respective windows. The old "Close" buttons remain available. [*][b]Deckbuilder Notification: [/b]The new cards notification on the Deckbuilder button (!) now disappears after opening the deckbuilder, but cards inside that haven’t been hovered over will keep the notification. [*][b]Elevator Trigger: [/b]Any entities on elevator tiles, except for the player, now will be destroyed upon the elevator activation.[/list][/quote][quote][h3][b]Communication[/b][/h3][hr][/hr][list][*][b]Text Corrections: [/b]Numerous grammar corrections and text improvements have been made throughout the game. [*][b]Elevator Trigger Dialogue: [/b]Added a piece of dialogue indicating the loss of spoils upon death when the player triggers an elevator pad dialogue. [*][b]Hex Tooltip: [/b]The Hex tooltip now properly explains that entities receive a weak dispel (that doesn't destroy summons) when hexed. [*][b]Damage Multiplier-related descriptions:[/b]The descriptions for Burn, Poison, Retaliate, Wound, and Frail have been adjusted to better clarify how damage multipliers interact with each other and the game’s inner workings. [*][b]Retaliate description: [/b]The Retaliate tooltip now correctly describes that the effect lasts for a single turn. [*][b]Monsters Immunity Tutorial: [/b]The Guide tutorial now includes a brief explanation about monster immunities. [*][b]Save Tutorial: [/b]The Guide now includes the Saving in Dungeons tutorial, added during the 1.1 update, in the "Adventurer’s Town" tutorial page [*][b]Fast-foward Tutorial: [/b]The initial movement tutorial now includes a third text explaining how to activate the game's alternate speed. [*][b]Shrines in the Guide: [/b]Shrines have been added to the “Prop” section of the guide. [*][b]New entities in the Guide: [/b]The Tower’s Judge, Dune Dome’s Obelisk, and Lost Wreckage’s Crystal Beacon are now properly displayed in the guide. [*][b]Misty Grove Ruins Barrel: [/b]The Misty Grove Ruins Barrel now properly registers in the Guide. [*][b]Guide Player Clone monsters: [/b]The Guide now properly displays all mobs that are the player’s clones with their correct visuals. [*][b]Monk's Haikus: [/b]The Monk now speaks in proper Haikus while in town. [*][b]Promo and Foil on booster/quest results: [/b]Promo and Foil cards will no longer appear as "Sold" on any reward screen, even if they have reached their copy limit. We believe highlighting these cards is more meaningful during game stages where this information might otherwise conflict with currency conversion details. [*][b]Stagecoach dungeon difficulties: [/b]The difficulty level descriptions of the Stagecoach have been slightly adjusted to better reflect the challenge difference between the first floors of the five main dungeons and the single floor of the Misty Grove Ruins.[/list][/quote][quote][h3][b]Visual and Sound[/b][/h3][hr][/hr][list][*][b]Currency Button: [/b]The shard/gem button in Town now has a subtle sound effect. [*][b]Monk's Animation: [/b]The Monk Walk animation has received a small polish. [*][b]Dungeon Elevator: [/b]Elevators have received a slight visual update when surrounded by entities. [*][b]Tower's Thin Ice: [/b]Thin Ice on the Tower has been visually adjusted to fit the Lost Wreckage floors and holes.[/list][/quote] [h2][list][*][b][u]Bug Fixes[/u][/b][/list][/h2][quote][h3][b]Cards[/b][/h3][hr][/hr][list][*]Cards that could select both the Hand and Tile simultaneously had inconsistencies and errors when played with a gamepad. These issues have been resolved. [*]The issue with Keendash casting while having flight has been fixed. Players were previously able to select occupied tiles, causing the player to stop at the last available tile before the selected one, making it appear as though the card had somehow failed. [*]The bug where the previews for Goblin Torch, Longfang, and Heartseeker wouldn't properly update the selected direction when switching tiles quickly has been fixed. [*]Black Hole will no longer permanently stay in a room without acting if the player is pulled into a chasm. [*]Black Holes that remain in the room when the player falls into a hole and are not acting will persist and trigger at the appropriate time if combat resumes later. [*]Black Holes now properly animates when destroying the last enemy in combat. [*]Orlok Heart was incorrectly dealing its current HP as damage instead of its Max HP. This issue has been corrected. [*]The interaction between Thunder Smite and rooted enemies has been fixed. Previously, killing rooted enemies would incorrectly fail to trigger the card's reengage effect. [*]Thunder Smite and Bolt Smite have received a slight visual fix for situations where the player falls into a hole while casting them. [*]Vault Snipe duplicating the precision trigger count has been fixed. [*]Make it Count now correctly ignores effect cards in hand. [*]Make it Count now correctly calculates the number of cards to draw when Initiative is activated. Previously, it always drew 6 cards instead of dynamically adjusting the value based on damage. [*]Reactive Spark now correctly deals damage to the center tile of the explosion. [*]Repel Glyphs are now properly destroyed when out of combat. Previously, only the first glyph summoned would be destroyed. [*]Projectiles no longer collide with each other when executed in parallel (e.g. Triple Spark with reflectors or a projectile hitting a crossbow). [*]Some traps that could still be summoned over puzzles (from cards that wouldn’t target tiles and had conditional targets) now properly filter out those tiles. [*]Crater cast now properly follows the pattern of self-cast from other area-damage cards. [*]A slight fix has been made to the Masterspark beam VFX, addressing an issue where the beam would turn invisible. [*]Certain preview tiles from cards were using incorrect color-coding, and they now properly follow the game’s pattern. [*]The particle colors of Frozen Meteor when destroyed are now properly color-graded to match the meteor's original colors. Previously, they appeared green, similar to Twin Gems. [*]Burnout no longer loops SFX when dying to retaliate after attacking with it. [*]Turtle Push now properly previews the target’s movement if available. [*]Triple Spark preview has been adjusted to fix an issue where the direction of two of the three fireballs would not display correctly if summoned with a collision directly in front of them. [*]Some cards had never shown their discard triggers previews, which should now be fixed. [*]Blast Stones now properly previews the current stone being casted. [*]Fixed preview recoil damage simulations to properly account for damage multipliers.[/list][/quote][quote][h3][b]Curios[/b][/h3][hr][/hr][list][*]Fixed a Living Toxin softlock where monsters that were poisoned but immune to charm would break the curio. [*]The Reaper Scythe boss rush conflict has been fixed, preventing it from softlocking the boss rush. [*]Fixed a Stormbringer softlock, which now properly waits for the “?” Illusionist room to start the combat before triggering the curio effect. [*]Plague Worm no longer disables Guardians' Death Throes. This change was made because they are used for meta-related triggers and do not harm the player. Previously, disabling them caused critical game elements to break and led to numerous hidden issues. [*]Fixed several potential issues where memory leaks could occur, specifically where the game wasn't properly unequipping curious.[/list][/quote][quote][h3][b]Monsters[/b][/h3][hr][/hr][list][*]The rare instances where the Ancients’ Shaman would not properly trigger their Death VFX have now been fixed. [*]Fixed an issue where Hourglass would summon charmed allies that were still alive. [*]Scrolls' heal and purge states received a small logical adjustment to fix a bug where Scrolls would infinitely loop through those states. [*]Siren will no longer attempt to consume dead allies. [*]Chakrams Slinger and Hurler will now properly choose their next state when adjacent to a destructible prop. Previously, they would attempt to shoot but fail, resulting in a loop where they would do nothing until the player moved. [*]Chakram Slinger damage is now consistent with the damage shown in the preview, which previously displayed higher damage than was actually dealt. [*]Chakram Slinger, Hurler, and Master now properly display their Stealth previews during their positioning state. [*]Chakram Slinger now correctly displays a special state when its stealth is triggered while dealing damage to a full HP entity. [*]The Duelist should no longer softlock when receiving specific effect from glyphs after finishing the Drill Breaker movement. [*]Duelist Drill Breaker preview has received a small fix. [*]Ogre's Throw, when targeted on non-webbed chasms, will no longer trigger its attack when the entity is thrown. The entity will now fall appropriately. This fix also resolves a bug that caused the ogre's state to lock, preventing combat from restarting if the player re-entered the room. [*][spoiler]The Demon Lord Star Relocate action no longer creates an Alpha Star warning over existing ones, maintaining consistency with other in-game warnings.[/spoiler] [*]A small number of traps were not properly preventing dying entities from completing their full actions after their deaths had already been triggered. This issue is now fixed. [*]Urmah's Stomp now correctly displays its preview and shows the accurate damage amount. [*]Urmah Shield levels in previews are now accurate. [*]Crystal Nautilus now properly dispels based on whether the attack deals damage and correctly dispels on its counter, as shown in the preview. [*]Goblin Tactician, Lavacaller, Stormcaller, and Thundercaller now correctly skip their turn without triggering animations when no targets are available. [*]Trickster VFX has been fixed for cases where it heals an entity. [*]Fixed some visual bugs with the Gargoyle when teleporting to trap tiles. [*][spoiler]Demiurge Absorb Soul preview has been fixed, now correctly showing Urmah and Nuesh absorption previews.[/spoiler][/list][/quote][quote][h3][b]Dungeons[/b][/h3][hr][/hr][list][*]Broodmother Egg will no longer summon spiders or webs when out of combat. This change fixes a bug where the Broodmother Egg would create a spiderling as combat was ending during specific card interactions, leading to logic loops and memory leaks. [*]Monsters and Props with Death Throes were sometimes triggering two death VFX. Additionally, those that didn't trigger the extra VFX would not trigger any VFX when killed while the Plague Worm curio was active. Both of these issues have been addressed and are now fixed! [*]A rare softlock involving the Jester Shrine has been fixed. This issue would occur when triggering a Jester Shrine combat after destroying all “????” boxes. [*]The Torch Shrine Secret now is working properly, previously conflicting with other verifications and not triggering it. [*]The Tower room where a chasm would behave as a wall has been fixed. [*]The Effigy Tower music bug introduced in the last update has been fixed, preventing the soundtrack from stopping when progressing to the next floor. [*]The bug with Health Fruit, where it would visually break and heal its attacker upon receiving 0 damage without disappearing, has been fixed. [*]A visual bug where some shrines would not reset the player's current animation or would trigger while the player was casting a card has been fixed. Now, the player is properly set to their idle animation, and shrines no longer activate during casting. [*]Glacial Library’s ice slabs, when broken without taking damage (e.g., due to webs being summoned underneath them), previously lacked a proper death animation. This has now been fixed. [*]Sliding on a single ice tile in the direction of a collision (whether a wall or an entity) will no longer cause the player's sliding animation to flicker. [*]Some puzzle tiles that were using the wrong VFX for processing textures have been fixed.[/list][/quote][quote][h3][b]Miscellaneous[/b][/h3][hr][/hr][list][*]The achievement bug where players could incorrectly earn the “First time?” achievement in the tower has been resolved. [*]The bug where frame-perfectly skipping the ending cutscenes would softlock the game has now been fixed. [*]The bug where resolutions lower than 640x360 appeared as options in certain cases should be resolved. [*]The bug where dialogue would become unselected while playing with a gamepad should now be fixed. [*]A visual issue where the UI would appear misaligned for a single frame in a black screen while loading the training room or between the transition of the intro cutscene and the tutorial dungeon has been fixed. [*]A frame-perfect visual bug that caused the player highlight to appear during their death has been fixed. This issue occurred specifically when playing with a keyboard and mouse and hovering over the character at an exact frame of their death animation. [*]Town tutorials will now block NPC interactions until the tutorials have popped up, preventing players from getting softlocked outside town with an open tutorial. [*]Slime Merchant no longer softlocks the game if the player hasn’t unlocked Stranger cards. [*]Fixed a bug where low numbers of cards and gems could increase to extreme values by timing purchases at specific moments. The variable now correctly handles negative numbers, preventing it from looping to the maximum possible value. [*]Master Oracle and Traveler second quest and Stranger’s last quest now properly reset their counters. [*]Screens that display cards and still lacked rarity and rune level tooltips now include them. [*]The rarity tooltip bug while using a gamepad, where inspecting it would cut off other tooltips, has been fixed. [*]The trait filter bug in the deckbuilder, where the Trigger trait tooltip would not appear in certain situations, has been fixed. [*]The Deckbuilder save and load list will no longer mix the deck list order after opening and closing those screens multiple times. [*]Both the Cards and NPCs sections of the Guide now properly reset when returning to the main menu and loading a different save. [*]An old issue where the Life Bar visual effect during healing did not display properly has now been fixed. [*][b]Promo Mourning: [/b]The Final Master Stranger quest now also rewards the player with a Mourning Promo card.[/list][/quote] [h1]Thank You ❤️ Happy Holidays![/h1][hr][/hr]🎄 We've been blessed to have been able to reach so many people in these almost two years with our game! What started as a small team trying to make a card game they would enjoy playing ended up becoming an amazing community full of incredible people, and we are so grateful for that. We hope this update brings a bit of joy this holiday season! ✨ And that next year we can bring something new and amazing, not only for Dungeon Drafters fans, but for even more players to enjoy! [b]Thank you, everyone, for an incredible year. See you in 2025! 🎁[/b] [img]{STEAM_CLAN_IMAGE}/42493224/e8300457f05bf58d04af56ebdb192f5016ee0de9.png[/img] [i]~ 📕Fressato & Manalith Team[/i]