Dungeons 2

Dungeons 2

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Shadow PCG Apr 27, 2015 @ 8:18am
Patch changelogs! (Newest: 1.4.1)
Patch 1.4.1 (newest)

New Features and Gameplay Improvements:
  • Added Czech text translations (provided by a nice group of czech players! Thanks again! May still have some english texts and will be improved)
  • Several sounds added or improved

Fixes:
  • "In the swamplands": Fixed a blocker that prevented the player to build crystal chambers
  • "Pixie village": Players can no longer build in entrance area, area enclosed with granite
  • "Vassals (Chance of Dragons)": Fixed a bug that made a perk at the tree of life unreachable
  • Fixed rare cases where level load never completed
  • Fixed tooboxes/spider eggs being earmarked for objects that didn't need them
  • Fixed naga mining effect
  • Fixed a bug due to which centaurs would not trigger a "enemies entered your dungeon" warning
  • Fixed missing Guludruul teleport effect
  • Fixed issue with mana achievement
  • Fixed savegame compatibility issue
  • Fixed load game problem regarding guard rooms if the room under a horn got merged or splitted
  • Fixed a bug that caused units to disappear when ordered to upgrade but arena was not reachable
  • Fixed ent skill visualizations
  • Fixed the dialog log to scroll to bottom on open and to display the text
  • Fixed salary notification tooltip, now only uses the players creatures to calculate salary
  • Sounds: Disabled doppler shift


Patch 1.4

Hi guys!
Sorry for the long silence. We are hard at work on some cool new content for Dungeons 2. Next up will be the DLC Dungeons 2: A Chance of Dragons. But first, during this week, we will release patch 1.4 that will bring the following enhancements and fixes:

New Features and Gameplay Improvements

    Considerably improved performance
  • Added a notification if a rich gold vein is depleted
  • Added some minor UI sound effects
  • Units now have dynamic rim colours depending on where they are (dungeon, good overworld, evil overworld, etc.)
  • Added search filter in control config menu
  • Added weapon variations for peasants
  • If a skill is upgraded, the tool tip will also update the name (e.g. Battle Cry -> Loud Battle Cry)

Balancing
  • Tesla traps now need 3x3 space but ground traps can be placed next to them
  • Removed dependencies for horde door researches
  • Fixed tier start difficulty adjustment logic when starting skirmish maps with a higher tier

Fixes
  • XP progress is no longer shown with three decimal digits
  • Fixed mouse over effect line for XP progress
  • Fixed some cases of being stuck in loading screen forever
  • Fixed position of tutorial text to not cut off the first line
  • “Exciting guard” research now works properly for both horde and demons
  • Fixed payday for demon faction, demons now properly get their pay when they are on the overworld
  • Fixed some bugs regarding chaos forge and hell forge researches not having full effect
  • "Enemies have entered the dungeon" message now only plays once every 8 seconds
  • Units getting attacked by a rockthrower now get alerted to the rockthrower, not the stone.
  • Increased FoW uncover radius for all non-controllable units to 25m so they can't be sniped by very-long ranged enemies like mindflayer or rockthrower
  • Fixed rockthrowers auto attacking into the fog of war
  • Fixed burrowed rockthrower damage getting buffed/debuffed correctly
  • Fixed: shield of the void could be used on traps
  • Fixed: Numerous Dungeon interaction objects can no longer be destroyed
  • Splitting of rooms now logically splits those rooms as well
  • Fixed: Building non-adjacent rooms in one go could logically fuse those rooms into one although they were not connected
  • Fixed icon overlays for horde and demon research sub menus
  • Fixed: Changing volume sliders now has immediate effect
  • Fixed: Allow building rooms "over" blocking gimmicks (in which case only fields that are not blocked are build). Only show error "position blocked" when all tiles are blocked.
  • Fixed: Building storage rooms under gold or mana now makes the resources immediately available
  • Fixed a case of levitating objects after loading a game
  • Fixed as case of selection group keys not working in the dungeon
    Menu options can no longer be navigated with WASD
  • Fixed wall fortification upgrades not being saved
  • Fixed a throne room colouring bug after dungeon level upgrade
  • Fixed a looped sound in the map “The Battle for King’s Ending”
  • Fixed mode state buttons to appear active for two different modes when hovering UI while changing modes
  • Fixed controller ring menu not closing when cinematics start
  • Fixed options tab display when switching keyboard schemes
  • Fixed UI clipping of monster level
  • Fixed UI clipping of beer count
  • Restarting a skirmish map now remembers player colour correctly
  • Stair clipping fix for multiplayer map “The ancient Naga Temple”
  • Multiplayer map “The ancient Naga Temple”: Made overworld home sectors larger
  • Sandbox map “Wall Street”: Fixed relentless guards
  • Sandbox map “The Dam”: Fixed rockthrowers being able to attack through wooded area
  • Fixed player being able to pick up gold that is currently carried by a worker
  • Fixed incorrect achievement handling in multiplayer
  • Fixed certain sounds being played for all players in multiplayer instead of just one
  • Fixed units being visible through fog of war in multiplayer after being dropped on a dungeon exit
  • Fixed defective fog of war after loading
  • Fixed changing skirmish faction quickly after opening the menu not working correctly
  • Tuned down hospital atmo sound
  • Fixed guard room max capacity display
  • Fixed position of workshop floor grates
  • Fixed shadow lurker strike signs
  • Fixed dungeon lord smash effect
  • Fixed paladin shield effect
  • Minor fixes to controller input
  • Minor UI fixes

_____________________________________________________________________

Patch 1.3 (newest)

Hi everybody!
We just released Patch 1.3 for Dungeons 2 which brings a new multiplayer map, an ingame multiplayer chat as well as lots of bugfixes and re-balancing. Hope you enjoy it! Here is the full changelog:

New Features and Gameplay Improvements
  • Introduced an option in the options menu to get ingame notifications when a quick game match is looking for players
  • Multiplayer chat (Enter to team, Shift-Enter to all)
  • Introduced a new four player multiplayer map: The ancient Naga temple
  • All multiplayer maps can now be started if there are at least two players
  • Skirmish: Higher difficulties now more difficult. Enemies have higher Hitpoints, Damage and Armor
  • Some spells can now be cast in enemy and neutral territory.

Balancing
  • Guard Room: Horn/Gong cost increase from 500 to 750 Gold, and space requirement from 1x1 to 2x2 tiles
  • Exploding Chest Trap: now explode each other when placed nearby
  • Tentacle trap: Cooldown reduced from 2.5s to 1.5s.
  • Improved tentacle trap: Cooldown reduced from 2.5s to 2s and damage increased from 30 to 35.
  • Infested: Increased cooldown of explode from 90s to 120s
  • Ent and Ent Elder: Severely increased hitpoints from 150 to 1500 and 200 to 2000 respectively

Other Improvements
  • Play campaign map description audio when selecting mission
  • Shadow lurker now uses invisibility in dungeon
  • Unit z position changes now interpolated (smoother movement)
  • Tutorial Screen: Removed "no more hints" toggle; can still be turned off in options.
  • Notification events now have some context information (Name of dead creature, gold cost during payday, ...)
  • Showing remaining time for rally flag (press Space)
  • Improved player colored shader, with premulitplied alpha for better colors!
  • Added tooltip info about casting range and holding mouse button to some spells
  • Improved sound effects in several rooms
  • Improved Guludruul Blizzard skill visualization timings
  • Options Menu: Enable key rebinding when clicking on label
  • Special campaign screen text for last campaign when playing as demon
  • Show creature's xp and xp to next level in tooltip
  • Show a bubble when waiting AI enemies get alerted by dropping monsters or attacking with spells
  • Multiplayer: Region Names now show owning player name
  • Multiplayer: Show disconnected status of players in stats
  • Units now slightly move away when hit by unattackable enemy
  • Improved some billboard particle effects

Fixes
  • Fixed menu options (campaign, skirmish, multiplayer, etc.) not working for some players
  • Fixed problems when launching logic process with MS.NET - workaround
  • Possible fixes for steam invited lobby problems
  • Skirmish Sevenhills: removed duplicated music ...
  • Mana balls don't open doors anymore
  • Catapults and other structures are no longer protected by paladin shields or mana shields
  • Grumli in "The Battle for King’s Ending – This time it’s for real " can't be killed by tempting town portal anymore (like all other bosses)
  • Prevent selecting portals in RTS mode
  • A New Hope: Fixed completion bug of "Build more treasuries" side quest
  • Fixed the overworld cursor uncovering the fog of war when the player had picked up units in the underworld
  • Fixed royal treasury capacity display to correctly account for both treasury pile places (total capacity is 1000, not 1000 per pile)
  • Fix: Succubus’ Bewitch needs to be researched
  • Campaign: horde/demon selection button now has a tooltip
  • Multiplayer: Fixed Little Snots stopping to work in some rare occasions if they found jobs of other players
  • Stop bewitch skill when target dies
  • Fixed bug where the Absolute Evil could get stuck in the lava river in first camapign map
  • Correct font used for demon unit names in Polish, Russian, Korean
  • Fixed damage display of sieged rockthrowers
  • Fixed some projectiles like arrows not getting removed correctly.
  • Fixed some oscillating AI behaviour (halfling bards running back and forth instead of disarming)
  • Correctly rescan and attack recently detected enemies like Elven Ranger
  • Orcs now carry their weapons when motivating
  • Correctly continue resurrecting progress when loading a savegame (e.g. after game save/load)
  • Fixed selection group key handling so they work when hovering UI as well
  • Fixed tile selection in build room mode when gold changes.
  • Fixed health bar positioning on spider eggs and other scaled objects.
  • Correctly rebuild broken trap when worker find all boxes already present at gimmick
  • Elven ranger now correctly uses invisible spell
  • Fixed Ent smash effect to be always on ground
  • Fixed Signal horn/gong not re-signaling again under some circumstances
  • Fixed lava in horde throne Tier 3
  • Fixed shader issue with demon entrance
  • Linux: Fixed mouse scrolling not working on top border
  • Linux: Fixed auto cam move after start of game
  • The Battle for King’s Ending – This time it’s for real: Removed preplaced perk "The Abstinent" (makes no sense for demons)
  • Fixed idle animation not getting played mid-combat for heroes
  • Fixed spider web not getting deactivated correctly
  • Fixed some occasions where global research buffs where awarded twice to pre-placed units.
  • Omit most once-effects when not visible with camera
  • Fixed some units getting stuck when too close to a collapsing spawner-house.
  • Fixed "on cooldown" error if spell is recast by holding down mouse button
  • Fixed evil hand is near - animation for rockthrower
  • Fixed medusa ray not visible under some circumstances when targeting knocked enemies
  • Fixed some rare bug causing spiders to get stuck in their spider caves
  • Fixed: Infested cannot explode anymore when he just died.
  • Various minor tweaks/fixes and improvements to maps

Many greetings!
Chris

____________________________________________

Patch 1.2

Hi guys! I am delighted to announce the release of Patch 1.2 which brings two new skirmish maps, difficulty settings, better UI and performance and lots of fixes. Here is the full changelog:

New Features and Gameplay Improvements
  • Added two new skirmish maps: “Wall Street” and “The Poshlands”
  • Difficulty settings for skirmish maps
  • New way to pick up units: left-clicking on one of the unit type portraits on the top-screen. This brings up an unit info screen which lets you quick-pick each unit. Right-clicking on the portraits still makes the camera jump through the locations of each unit of that type.
  • Player is now able to switch between different types of units in a multiselection on the overworld by pressing TAB or clicking on the portraits in the detail panel
  • Player is now able to choose which unit he will drop next in the dungeon by pressing TAB or clicking on the portraits in the details panel
  • Horde units can be re-trained between tier 2 and tier 3 units. Default when dropping on arena ring is now "train to tier 2".
  • Increased Payday interval from 3 minutes to 6 minutes and doubled salary.
  • Rework of "Signal Horn" and "Sentry Gong". They now can be built on Tier 1 but no longer give a buff to units. Instead, they draw attention of all nearby units upon enemies entering the guard room / outpost. Also, they can be manually activated by slapping them.


Balancing
  • King Joffrey no longer has a bonus against demon units
  • Troll Rock Thrower: Now has a minimum range in siege mode, splash damager reduced, overall damage reduced but does now ignore armor and projectiles are not longer homing
  • Made boss fights in sandbox maps more difficult
  • Made demon portals in "Trolls from Hell" 5 times tougher
  • "Unleash the Dungeon Lord" spell cost for demons increased (now same as horde faction)


Other Improvements
  • Various performance improvements
  • Better support for ultra-wide resolutions
  • Overhaul of the campaign map to better integrate the demon mini-campaign and give better progress feedback
  • Better pre-selection of next mission when entering campaign map (prefer main campaign and no longer repeating optional demon mini-campaign)
  • Added better audio to various actions and objects like signal horn, cannon watch tower, and some UI interactions
  • Savegames will now load much quicker
  • Triple Buffering option removed from options menu
  • Implemented horde/demon specific icons for strike and new throne room level
  • Narrator idle talk and reminders are now rarer and their intervals are increased
  • Tutorial tips are shown again when narrator plays a reminder-line
  • Added an option in the options->game menu to turn off reminders and idle talks of the narrator
  • Added a slider in the options->game menu to change the auto-save interval
  • Improved evil laughter
  • Player is now able to enter the multiplayer game ID with controller
  • Improved font readability
  • Right-clicking on an action panel now acts as “back”
  • Casting spells/skills with Shift-Click will no longer exit spell/skill cast mode (same like when building work stations or traps)
  • Improved visual of tempting town portal trap
  • Dialog log now shows tutorial tips.
  • Better contrast between text and background in full screen menus
  • Spells cast by player or skills used by units will outline the target if it can be cast.
  • RTS stored groups: camera only jumps if group key is pressed in quick succession
  • Treasure chambers now have more lights on the wall, to make them less gloomy
  • Worker are more intelligent when building traps (don't steal each other's resources and react immediately when evil hand drops resources on the trap).
  • Un-digged crystal tiles now have a special marker
  • Improved minimap icon overlay-order
  • When queuing multiple units to hire, population points are now reserved immediately
  • Added particle effect when creatures gain a combat or production level
  • Visually improved evilfication of water/lava plane ("The Dam") and of certain non-tree vegetation objects
  • Rolling Stones collide with other rolling stones.

Multiplayer
  • Introduced more victory point win conditions for domination, team domination and king of the hill
  • Un-conquereable home sectors will now generate some evilness for the player (domination)
  • Sector guards do respawn less frequently now
  • Domination mode is now pre-selected instead of deathmatch
  • During Multiplayer, throne room lifepoints no longer regenerates
  • Fixed freezes in certain cases when creating multiplayer game
  • Better error messages for connection problems
  • Fixed victory points not being displayed correctly
  • Fixed game settings in multiplayer lobby after loading a game
  • Made “kick player” button insivible for clients
  • Log book is now deactivated in multiplayer
  • Status UI now shows game mode and throne room life points in deathmatch mode
  • Use steam name instead of machine name


Bug Fixes
  • Fixed crashes in Linux Xubuntu
  • Fixed some truncated audio lines
  • Improved stability on linux and mac systems
  • Fixed a fountain not being visible on the map “The battle for King’s Ending – This time it’s for real!”
  • Fixed units getting knocked out of the players hand
  • Fixed units becoming unresponsive if knocked down by a rolling stone directly after dropping
  • Fixed missing skill sounds: Tree of Life guard's “ground smash” and attacks, Orc Chieftain “summon warhound”, Troll Rockthrower attacks, Ultimate Evil attacks
  • Fixed “motivating warcry” skill visualization
  • Fixed problems with fog-of-war when changing resolutions of loading a save game
  • Fixed a problem with Krowtoes on the skirmish map “The Dam” not defending himself
  • vSync is now applied correctly
  • RTS control: Attacks on low-priority targets like spawner huts are no longer interrupted by other targets
  • Fixed logical size of throne room on some maps
  • Fixed a bug where dropping a monster on an occupied workstation did not have any effect
  • Fixed animations for orc chieftain’s war hound
  • Fixed a bug that made hero units (Grumli, etc.) disappear when they ran into a town portal trap which broke the last campaign mission
  • Fixed some broken achievements
  • Region change into dungeon while carrying something now shows the details panel again
  • Fixed arena icons for tier 3 monsters
  • Fixed the hand position when using a controller
  • Arena/Pentagram now correctly highlights the current work mode button
  • “Improved training” icon changed for clarity reasons
  • Closing submenu now correctly aborts respective “build gimmick/room” input mode
  • Fixed a bug where units sometimes did not wait until the bard finished disarming traps
  • Fixed a bug where trap-immune units took damage from "Flame Trap" or "Rolling Stones With Dynamite"
  • Rolling Stone trap now only triggers if it has line of sight
  • Removed unexpected "hide population display" toggle feature
  • Naga Medusa now aims for the target’s center instead of its pivot if the target does not have a head (e.g. attacking doors, etc.)
  • Fixed Warden to not move before trying to teleport.
  • Fixed various skill visualization not ending correctly when target gets destroyed unexpectedly or skill gets interrupted
  • Fixed efficiency upgrade for demon servants not working
  • Demon units will not strike when ordered to upgrade on pentagram and not block upgrade population points while fighting
  • Added missing colliders with certain objects (entrances, armory work station...)
  • Fixed peasant and pikeman attack animations and damage effect timings
  • Fixed move-attack command not walking to "nearest walkable point" when clicking on unavailable terrain
  • Polish/Russian version: fixed population limit GUI display
  • Fixed some "sweet spots" where hero units could oscillate between attacking the player units and returning to guard point.
  • Fixed sudden rotation changes of units in some circumstances
  • Fixed animation glitch if creature payday job is interrupted
  • Hotkeys are displayed correctly in spell bar
  • Fixed some attack trail effects not disappearing when unit is picked up while training in arena
  • Fixed a bug where units (e.g. the ultimate evil) interrupt their own attack animations
  • Fixed glitch where invisible units became (visually) visible when trying to target them with skills
  • Fixed display of perk name: first letter wasn't always capitalized
  • Fixed cross-platform cloud save issues with certain save names
  • Fixed heavy gold and crystal dig marker
  • Fixed savegame playtime display (now h:mm instead of m:ss)
  • Fixed rotation of minimap icons on dungeon minimap
  • When upgrading crystal chamber work unit, resarch in progress is no longer lost
  • Fixed issues with applying changes in options gameplay tab
  • Fixed and improved horde room wall decorations
  • Fixed creatures fighting being interrupted by some other activities like payday
  • Fixed skill/spell targeting of invisible units
  • Fixed region panel tab highlighting
  • Region change gives better UI feedback in minimap/region panel
  • Fixed camera constraint in dungeons (could scroll too far into the black)
  • Fire Pit Trap executes when an enemy enters, not in a constant time interval
  • Fixed wolf texture
  • Restarting skirmish map now keeps game settings
  • Fixed UI hover tile not getting removed in certain circumstances
  • Added logic server firewall exception to steam installation process
  • Fixed work unit visualization glitch where animations did not properly reset to inactive
  • Fixed multiple in-scene dialog texts overlapping themselves


Join us at twitch.tv/kalypsomedia on Thursday at 8:00 AM PT / 11:00 AM ET / 5:00 PM CET to see all the new stuff in action in a new livestream for Dungeons 2!

Many greetings,
Chris


Patch 1.1.36
Hi everyone! After some testing, we have just released Patch 1.1.36 which introduces the following improvements:
  • Fixed problems with savegames on linux
  • Improved support for 21:9 resolutions
  • No more "Connection to server lost" in singleplayer
  • Fixed problem that would detect pretty much every attached device as controller and would switch to controller scheme too quickly
  • Pentagram now shows its work status even when the unit is away to get gold/be admired
    a.k.a "Unit does not leave the pentagram anymore even when it requires gold/admiration" :)
  • Fixed a bug that made "improved training" work exactly the opposite of what it should do (meaning training a unit would take double as long instead of half as long)
  • Implemented periodic auto-saves
  • Fixed a bug that would make a host stuck in an infinite loading screen when the connection to other players was lost
  • Fixed a bug in connection with the "apply" button in options menu
  • Quick game now launches a domination match, not a deathmatch
  • Improved Overworld render performance for OpenGL and DirectX, increased performance for Linux and Mac (most probably for a lot of Windows folks as well)

In addition we are preparing a bigger patch for release next week that will bring some much demanded improvements and additions. Stay tuned for more info on that.



Patch 1.1.6

Hi everybody!

We have just pushed update 1.1.6 which is really only a hotfix for our friends playing on MAC and experiencing Crashes in Multiplayer Mode.
  • Fixed a crash on MAC when starting a multiplayer game or entering the multiplayer lobby
Next patches will be much more extensive. Stay tuned!

Many greetings,
Chris

Changes from review version to release version:

  • Lots of balancing improvements
  • Lots of graphical improvements
  • Re-balanced some campaign missions
  • Fixed some problems with saving/loading
  • Improved damage indicator numbers
  • Improved multiplayer lobby
  • Improved loading times and performance
  • Improved multiplayer stability
  • Player is now able to quick-select his throne room with Home/Pos1
  • Introduced a log book displaying all dialogues that have been spoken by the narrator and NPCs thus far in a mission. Can be opened with F10 and through the ingame menu (ESC)
  • Player is now able to let his evil laughter roar through his dungeon in multiplayer (F8)
  • Player is now able to choose which evil laughter to choose in in the options menu
  • Added hint texts in the loading screens
  • Added some multiplayer warning texts
  • Added more animations for units
  • Added more sound effects
  • Additional multiplayer maps
  • Added the ability to queue several units in the throne room to be trained one after another automatically
  • Added the ability to drop all units in the hand of terror at once with holding the RMB
  • Added dancing Snot to Credits menu
Last edited by Shadow PCG; Sep 10, 2015 @ 5:50am
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Showing 1-15 of 100 comments
Shadow PCG Apr 27, 2015 @ 8:19am 
oh. right. for clarity reasons, we have upped the version number to v1.1.6.g19384ff
ocnuybear Apr 27, 2015 @ 9:13am 
I hope you will give us an performance patch next - fps is running low.
Shadow PCG Apr 27, 2015 @ 9:35am 
Next patch will focus on performance along with big fixing, yes.
ocnuybear Apr 27, 2015 @ 10:04am 
Originally posted by shadowkaly:
Next patch will focus on performance along with big fixing, yes.

good news thank you
haseo Apr 28, 2015 @ 6:18pm 
I have encountered a bug during the last campaign mission. Chaotic evil aka devil during the first hero movement the dwarfern king moved into or might have ben pushed by spiders into the town portal trap. i believed he was dead but i never got the evil points and the snarky dungeon master would not stop berating me i also could not move to the next tier of the throne room.
Shadow PCG Apr 29, 2015 @ 12:15am 
Yeah that is a known bug. Will be fixed in upcoming patch.
Pytchoun Apr 29, 2015 @ 1:05am 
why we can't choose the quick match mode ?
FroBodine Apr 29, 2015 @ 5:56am 
shadowkaly, I don't want to derail this thread, but I just realized you are also on the Crowntakers forum as a developer. What is the relationship between Realmforge and Kasedo Games, that you are a developer of both? Just curious.
Last edited by FroBodine; Apr 29, 2015 @ 5:58am
Shadow PCG Apr 29, 2015 @ 6:44am 
I work as a producer for Kalypso Media. Kasedo is a sublevel of Kalypso Media. So I also worked as a producer on Crowntakers. :)
ocnuybear Apr 29, 2015 @ 9:13am 
Hi when is the next performance patch ?
Teodosio [GNU] Apr 29, 2015 @ 12:44pm 
Still crashing because of lost connection to server (playing singleplayer), Ubuntu 14.04.
Shadow PCG Apr 29, 2015 @ 12:46pm 
Still testing 1.1.27. That patch should come this week. Bigger patch due next week.
Scott McG Apr 29, 2015 @ 4:13pm 
Really happy to see the 21:9 fixes coming. Looking forward to playing this.
Scott McG Apr 30, 2015 @ 12:09pm 
Bummer...I still cant play at 21:9. Very first mission I cannot move the screen far enough to the left to get to the first minions.
Shadow PCG Apr 30, 2015 @ 1:44pm 
There will be additional improvements for 21:9 resolutions in the next patch.
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Date Posted: Apr 27, 2015 @ 8:18am
Posts: 100