Hello everyone,
We've finally reached the last content-focused update for Dungeons of Voidria! When I first launched the game in early access, I planned for the game to be fully released in around 3 months... and here we are, almost exactly 1 year after. However, this past year has been very fruitful, and I am proud of how far this game has come. This journey wouldn't have been as fruitful without everyone's suggestions and bug reports, so as always, thank you, truly!
Having played incredible games for years, it's tempting for me to hesitate and keep the game in development for longer in an attempt to make the game "perfect". While there are always more to add and improve on, I feel the game has reached a state where I am happy with and proud of, and can call finished.
Below are the patch notes for this update. I hope you'll enjoy it!
Thanks for everything,
Toblue
[url=https://discord.gg/ya2Xa22xd8][img]https://cdn.cloudflare.steamstatic.com/steamcommunity/public/images/clans/38193299/1fb8eba088c5d13a5a9450afc88ebac29eb1afb5.png[/img][/url]
-
[b]v1.0 Patch notes[/b]
[b]New Additions and Changes[/b]
[list]
[*] Added the [b]final Heart upgrade[/b] + [b]ending cinematics[/b]
[*] Added a [b]new theme[/b] for the restored Lobby
[*] The order in which Lobby NPCs appear have been rearranged
[*] Lowered the number of Void Fragments needed to level up Heart. Void Fragments earned from each run increased slightly
[*] Added a [b]new Lobby NPC[/b] that sells cosmetic items!
[*] Added [b]~50 cosmetic items[/b]
[*] Added [b]5 new Challenge Levels[/b]
[*] Added a [b]new playable class[/b]
[*] Added [b]11 new spells[/b]
[*] Added [b]14 new trinkets[/b]
[*] Added [b]27 new skills[/b]
[*] Added [b]3 new items[/b]
[*] Added a [b]new player upgrade: Synergy Pedestal[/b]
[*] Added a [b]new enemy upgrade[/b]: Roaming Enemies 2 (adds [b]3 new enemies[/b])
[*] Added a unique class ability for The Neutron (unlocked through Challenge Levels). The Neutron can start with any 2 skill, trinket or spell, as long as they are unlocked in the Compendium. Open the Compendium as The Neutron and hover over the top left icon for more details. This essentially acts as a [b]"Custom Run" mode[/b]
[*] Added all mimic skills to the Compendium
[*] Added [b]8 new interactable structures[/b]
[*] Improved several interactable structures with more options; sprites improved
[*] Added more optional room types
[/list]
[b]Other Additions[/b]
[list]
[*] Added multiple save files support
[*] Reworked title screen
[*] Added an option to stop the game from running when in background
[*] Added 4:3 aspect ratio support (though not everything will look ideal)
[*] Added the option "Use Height Scaling" in the options menu (default off).
!! [u][b]This option is recommended to be toggled on for players with wide aspect ratios (21:9)[/b][/u] !!
[/list]
[b]Improvements and Gameplay Changes[/b]
[list]
[*] Polished skill animations; animations are a little quicker; trail effects are cleaner; this is done to allow status icon updates to be more responsive
Slightly detailed explanation because [i]obviously[/i] everyone wants to know: [spoiler]If you queue 2 skills that inflict the same debuff e.g. shocked for 2 turns, when the first skill's animation finishes, the enemy would have shocked for 4 turns, and after the second skill's animation, the enemy will still have shocked for 4 turns (this is logically correct, but visually it might seem like the second skill did nothing). This is because skills' effects need to be triggered immediately for the following skills' calculation to be correct, so before the animation finishes, the skill's effect would've already triggered. Now, after the adjusting the animation timings, the enemy will visually have shocked for 2 turns after the first skill, and shocked for 4 turns after the second. This will improve clarity and responsiveness, especially for skills that inflict random debuffs[/spoiler]
[*] Skills that "transform" statuses will now try to replace the transformed status with the new status instead, rather than removing the transformed status and adding the new status at the end of the list of icons (again for clarity purposes)
[*] Improved effects that transfer statuses
[*] Effects that transfer/steal statuses will affect damage forecast if the number of valid statuses is equal or below number of statuses to transfer/steal
Effects of some slates have been rearranged:
[*] Detect Slate (blue) now reveals floor layout and all enemies and traps of this floor
[*] Uncover Slate (red) now reveals hidden objects and secret passages in this room
[*] Traverse Slate (yellow) now removes all water tiles and traps in this room
This change is because of the conflicting effects of pre-change Uncover Slate, which was "Reveal all traps on floor" and "Reveal hidden objects in this room". For "Reveal all traps on floor", you'd want to use the slate asap. But for "Reveal hidden objects in this room", you'd want to save it until you see sparkles in a room. This made Uncover Slate really awkward to use, and this change aims to remedy this
[*] Updated and improved the tutorial infographics
[*] Improved consistency for stated status durations for all skills and trinkets e.g. "this turn" "next turn"
[*] Keeper enemies can no longer have the "Numb" Passive
[*] Voidling class is now unlocked when Heart reaches level 4
[*] Reward for "Picky" achievement reworked
[*] Sustain and Relocate Slate can no longer be crafted; Detect Slates crafting recipe no longer requires a key
[*] Shops can now only sell up to 2 slates
[*] Polished some status tooltips; tooltip damage will now update if player has effects that increase damaging statuses' damage
[*] New recipes are added to the crafting table (if the items are unlocked)
[*] Crafting Dispel Potion and Cleansing Potion now gives 2, down from 3
[*] Reflected damage and self damage no longer count as damage from skills. This change is mostly for thorns damage to bypass effects that limit amount of damage received from skills per turn like "Numb" and "Terror Of The Void"
[*] "Turn start" trinkets will now trigger when you are starting extra turns
[*] Shop's carpet now scales with shop level, sprite updated
[*] Optional rooms now start appearing after reaching the end of the dungeon at least once
[*] You can now exit most menus by pressing Escape (adding new skill/spell/trinket)
[*] Hovering over the "use/throw" button of some items will now update damage preview (similar to hovering over defend)
[*] Hidden enemies will no longer be required to be defeated for floor clear
[*] Locked Void Potions will now spawn in Stairs room if it failed to spawn
[*] Keys are slightly less common, but shops are more likely to sell keys; key cost reduced slightly
[*] Improved damage forecast when queuing skills with random elements
[*] Reduced wait time after stunning enemy
[*] General improvements, VFX improvements
[*] Many sprites have been improved
[*] Performance optimizations
[/list]
[b]Balancing[/b]
[list]
[*] Shopkeeper class and Voidling HP increased by 5
[*] Caster now gains 4 mana on battle start, rather than 1 mana at the end of each turn
[*] Keeper enemies now have Resilient
[*] Fairy drops more gold
[*] Slates are more common on the first floor of each area
[*] Unstable status damage lowered from 6% to 5%
[*] Siphoning Orb effect changed to "Increase Max HP by 1 for every enemy you've defeated, up to 10. On battle end, heal 1 HP." Increasing Max HP will now heal current HP for amount increased
[*] Trap Anklet heal increased from 1 to 2
[*] Metal Detector gold gain increased from 1 to 2
[*] Coffee Beans now trigger on turn 1 and turn 3
[*] Recycling Machine unspent AP requirement lowered from 10 to 7
[*] Mini Transmutator health cost lowered from 8 to 6
[*] Manaworm can now only trigger up to 2 times, mana trigger threshold reduced from 65 to 60
[*] Voodoo Doll: damaging statuses deal 1.3x more dmg, down from 1.5x
[*] Curse Symbol: damaging statuses deals 1.7x more damage, down from 2x
[*] Cursed Heart: Max HP reduction increased from 30 to 45
[*] Many Spells have their cost reduced
[*] Many skills now have Cooldown instead of Once per battle
[*] Concussion damage reduced from 1x to 0.8x enemy current stun
[*] Bolt Down sealed duration increased to 2
[*] Vacate cost lowered from 2 to 1
[*] Rime now has 2 uses per battle
[*] Bide and Reserve Power have been reworked
[*] Reworked several synergy skills
[/list]
[b]Bug Fixes[/b]
[list]
[*] Leprechaun Hat and Sustain Slate will no longer drop loot if enemy fled
[*] Skill: Pin stated status duration is now correct
[*] Fixed bug with skills with cast counters being reset to 0 on reset action
[*] Fixed bug with inconsistency with some enemies' loot drop
[*] Fixed bug with Restrict on enemies triggering on purple skills
[*] Fixed bug with incorrect damage forecast on spell hover
[*] Fixed visual bug related to changing luck
[*] Fixed bug with having no skills on the first battle after restarting a run
[*] Fixed UI bugs related to adding new skills
[*] Fixed bug with being able to move during battle if you step on an item with full inventory and trigger battle at the same time
[*] Duplicate skill packages appearing in consecutive runs should no longer happen
[*] Frozen Hand is now correctly triggers once per battle
[*] Chilled trigger damage is now correct
[*] Values like "number of debuffs expired last turn" will no longer carry over to the next battle if debuff was removed outside of battle
[*] Hopefully fixed bug with being able to queue skills at the start of battle by spamming clicks
[*] Fixed minor audio bugs
[*] Fixed minor sprite clipping issues
[/list]
Edit: 28th July Update:
[list]
[*] You can now use items on the ground when your inventory is full
[*] Chests found in secret rooms are no longer locked
[*] Skill rooms are now locked on floors 8+, rather than 7+
[*] Salvage Slate gold drop increased
[*] Skill: Conclude now costs 0 AP
[*] Double Up no longer increases cooldown more than expected
[*] Bless Potion bless duration is now correct
[*] Hopefully fixed visual bug with status icons not appearing
[/list]
(<3)^2