v3.0.2 Fixes, Balance and Improvements

Dome Keeper

Defend against waves of alien attackers in this innovative roguelike survival miner. Dig for resources and choose from powerful upgrade paths. Is there enough time to mine a little deeper and get back to defend before the monsters attack your dome?

[b]Hey Keepers,[/b] time for another hotfix! Despite resolveing some issues, we are also listening to your feedback on the new domes. Tesla is at a slightly strange spot right now, where it can be very very strong later on, but initially does not feel great, especially if you don't combine all abilities. It just got a slight rebalance with this patch. Artillery on the other hand is great fun to use already for many people, but a bit too strong. We are seeing winrates that are a good bit above the other domes. While that is not forbidden in general, the domes should be a bit closer together in balancing, so this is an attempt to improve it. We'll continue to listen for feedback on balance, and improve as much as we can. Likely the next patch won't be in october, as right now it seems we better wait for some more feedback, prestige runs and telemtry data. [h3] Changelog V3.0.2[/h3] [list] [*]fixed a very deep layer being indestructible despite looking like normal dirt [*]tesla reticle slowdown only sets in right before finishing the charge [*]tesla now has a second quickshot upgrade and two instead of three perfect timing upgrades. This makes perfect timing less important and quickshot more useful. Second quick shot upgrade deals 120% of base damage, from initial 60%. [*]slightly increased tesla base damage to compensate for lower buffs from perfect timing [*]limiting maximum size of tesla dome's electro orbs. They can still be charged higher to remain for longer, but their size is hard capped now (still very large). [*]reduced spire's targetting time from 0.5s to 0.2s (reload time is unaffected) [*]reduced artillery mortar damage by 10% on later upgrades [*]reduced direct hit damage bonus on artillery splash upgrade line [*]slightly reduced rate of fire on artillery machine gun [*]better visibility for artillery mortar aim line [*]fixed prospection meter not detecting power core chamber or relic switch chambers [*]made orchard roots explode in short succession after each other instead of all together [*]fixed electro orbs not doing damage while keeper is outside of dome [*]updated localisation [*]better font for vietnamese [*]fix small visual error of tesla dome in loadout stage [*]no points will be deducted in prestige, even if the multiplier reaches a negative value [*]fixed relic switch chambers looking inactive on reload, after activating them before [*]fixed kept gadget getting lost if not immediately starting a new run [*]removed small arc effects from the reticle after auto aim is bought [*]added custom supplement order for prestige pro mode [*]vignette will show up later the deeper the map is [*]whitelisted three mods for prestige (Ste - Prestige Quick Restart, Nanimonull - Tech Tree Loop Select, Kana - Hello There) [/list] I sometimes share a little thing from behind the closed development doors. This is a concept for a panel that could be shown before the first run to explain the game a bit more and establish some lore (one of three). I never got quite satisfied with the concept, so for now it went on hold. I hope we can eventually get around to make migration mode and add a lot more story panels into the mix. [img]{STEAM_CLAN_IMAGE}/40568463/52f866f8a7ff44d924d1ee316edf9fcbba031ea3.png[/img] Thank you and have a great autumn!