Update 2: Updated Mobs and Balance Changes!

Into the Dungeon

Into the Dungeon is a Co-op Roguelike Deck builder - Fight enemies by collecting class-specific cards and use them in combat to defeat your foes. Band together with 4 player co-op and unleash synergies between classes. Discover special artifacts and plot your course through an ever changing map!

[h1]Update 2 Patch Notes![/h1] Thanks to everyone who has been playing and sharing the game! We hope you have enjoyed playing so far as we roll out our first weekly update. [h2]Balance Changes[/h2] We had noticed that players weren't making it very far on their first play through, or contrastingly, they were wiping the entire game with a simple build. We shadow-pushed a hotfix to the forest enemies earlier this week. In this update we go further to address both of these issues. [h3]Enemy AI and Changes[/h3] We have changed the enemy AI from choosing random abilities from a list to being given a set of abilities they do on rotation. This change gives us greater control over each encounter and therefore results in a more tailored and fun experience. The [b]Forest[/b] encounters have been [b]completely reworked[/b], with some enemies getting an entirely new move set. The only encounters that have gone largely unchanged in the forest are the fairies and the fancy goblin. We've also added new art for the intention icons that appear above enemies heads. This rollout isn't entirely complete with this update but will be fully implemented by next Friday. [h3]Card Changes[/h3] [list] [*] [b]Returning Shield[/b] is getting nerfed from [b]5(7)[/b] block down to [b]3(4)[/b]. [*] [b]Masochism[/b] now applies [b]2(3)[/b] exposed to the player up from [b]1(2)[/b]. [*] [b]Divine Strikes[/b] is now [b]Exhaust[/b]. [*] [b]Blaze[/b] now costs 1 mana, up from 0. [*] [b]Scalding Sorcery[/b] no longer has a minimum of 1 mana cost, but instead the cost resets when played. [*] [b]Exhaustive Power[/b] now reduces cost by 2(3) and the upgrade now costs 1 mana instead of 0. [*] [b]Glance[/b] is now 4(6) damage down from 6(8) and is [b]Exhaust[/b] [*] [b]Viking[/b] and [b]Paladin[/b] starter card upgrade values are now in line with the other classes. [*] [b]Blind Aggression[/b] damage is reduced down to 3(4). [*] [b]Enormous Parry[/b] is now exhaust. [*] [b]Poke[/b] now does 2(4) damage. [*] [b]Random Attacks[/b] now gives 2(3) attacks instead of 3. [/list] [h3]General Changes[/h3] [list] [*] Start with [b]150g[/b] up from 50g [/list] [h2]Bug Fixes[/h2] [list] [*] [b]Returning Shield[/b] should always [i]return[/i] when it is supposed to now. [*] Fixed room numbers resetting when exiting to main menu and starting a new run. [*] Fixed grammatical errors and typos within the cards. [*] Volume settings now save in-between games. [*] Fixed bug where [b]Pyroblast+[/b] was unplayable. [*] Fixed a bug where poison was ticking after players died. [*] Increased scroll speed when viewing deck in combat. [*] Poison stacks are now tracked within [i]Incoming Damage[/i]. [*] Fixed a bug where venom stacks would go down to 2 even with [b]Coated Weapons[/b] active. [*] Fixed a bug where [b]Plague+[/b] wasn't working. [*] Fixed a bug where [b]Daze[/b] cards from enemies were being added twice to the discard pile, causing a lot of other issue (such as [b]augury[/b] not reducing in cost when it should). [/list] [h3]Next Week[/h3] In our following update we will continue updating all of the enemies in the game and introducing some new encounters. Additionally, we will be adding some new cards and artifacts in to the game! Thanks for reading! Jamie Lead Developer FROG Game Studios