The Dungeon Master has a new favourite sport: Dungeon League takes everything that is awesome about dungeon crawling and spews it out as ten minutes of chaotic, competitive, multiplayer action.
Hello Dungeon Competitors!
The first Dungeon League update for 2016 is here,
Gauntlet mode is finally here, and it will test the best of the best. It's kinda like Top Gun, but with way more goblins. This brand new mode is a 1-4 player co-op Roguelike that plays more like a traditional dungeon crawler. While the competitive multiplayer of Dungeon League has always been the focus, creating a fun single-player or co-op experience seemed like a great way to make sure that anyone can enjoy the game, no matter what their favourite game modes are.
[img]http://i.imgur.com/zTM2sXH.gif[/img]
So the first iteration only includes one dungeon, Lair of the Goblin King. Your party will need to make your way through a series of enemies, some familiar, others completely new. If you make it to the end, you'll have to face off against the horrendous Goblin King, who can call in swarms of minions with his trusty horn. Be careful, he has a habit of farting poisonous gasses which will hinder our heroes, or perhaps even cause death.
Among the new enemies are the Troll, who regenerates his health which is particularly annoying considering he is quite a beefy enemy. There's also a Goblin Shaman who will be spewing spells left, right and centre, and make sure you watch out for the Goblin Boomer who will be chasing you with his exploding bombs!
There have also been a healthy amount of tweaks and bug fixes behind the scenes as we ramp up development towards the online multiplayer modes. As always we appreciate all the feedback, so if you have suggestions or find some bugs, please throw them into the Lair of the Goblin King thread.
The update took a little longer than expected, mainly due to the fact that we needed to recode the entire backend from scratch as we moved to a new version of Unity. Many sleepless nights and hundreds of squashed bugs later, we are happy to unleash this new update for you all!
Until next time!
Steve [b]- Community Manager[/b]
[h1]Dungeon League v 1.6.0 - Lair of the Goblin King Patch Notes[/h1]
[h1]Gauntlet Mode[/h1]
[list]
[*] 1-4 players can now co-op their way through a procedural dungeon!
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[h1]Dungeons[/h1]
[list]
[*] Dungeon sections now have unique roll charts for monsters and traps
[*] New dungeon section! Caves
[*] New dungeon section! Mines
[*] New dungeon section! Treasury
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[h1]Monsters[/h1]
[list]
[*] New boss! The Goblin King
[*] New monster! Goblin Shaman
[*] New monster! Goblin Boomer
[*] New monster! Troll
[*] New monster! Bat
[*] Goblins now have 4 sub types (Goblin, Imp, Kobold, Gremlin)
[*] General balancing across existing monsters
[/list]
[h1]All Stars[/h1]
[list]
[*] Reginald: Attack speed slowed from 0.4 to 0.45
[*] Reginald Bash: Max stun reduced, Stun scales better in lower levels
[*] Luna: Attack speed increased from 0.3 to 0.25
[*] Albert: Move speed increased by 1
[*] Cosmos Wrath: Damage increased, Stun scales better in lower levels
[*] Gasket Tickin' Chkicken: Damage reduced, Stun scales better in lower levels
[*] Drake Phoenix: Now cleanses Drake of all debuffs
[*] Freya Totem: Healing per wave reduced
[/list]
[h1]Items[/h1]
[list]
[*] New item! Juggernaut: 12% chance to stun with basic attacks
[*] New item! Brass Knuckles: +2% chance to inflict a critical hit
[*] New item! Barbarella: +6% chance to inflict a critical hit
[*] New item! Hunting Spear: +1 piercing to all damage
[*] New item! Phase Dagger: +2 piercing to all damage
[*] Skull Cap: Removed for balancing
[*] Short Sword: Removed for balancing
[*] Cruel Ring: Damage bonus reduced to +1 from +2
[*] Bloodmourne: Damage bonus reduced to +2 from +3
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[h1]Tournament[/h1]
[list]
[*]King of the Hill: The Goblin now strolls around as opposed to teleporting
[/list]
[h1]General[/h1]
[list]
[*] New combat mechanic! Piercing: Piercing reduces the opponents defence when checking for damage
[*] Shock damage now works the same as piercing rather than ignoring armour all together
[*] Max poison stacks is now dynamically set based on the effect level of the poison
[*] Max fire stacks is now dynamically set based on the effect level of the fire
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