Dungeon Rats

Dungeon Rats

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Elhoim  [developer] Dec 24, 2016 @ 4:55am
Update #2 Changelog (29/12 Hotfix)
Current Game Version: 1.0.5.0007

29/12 Hotfix (1.0.5.0007)

Changes

- Metals no longer resist acid DR damage.

Fixes

- Fixed issue with not being able to poison non-metal weapons.
- Sword's passive is now properly 3 damage over 2 turns (it was 2 damage over 3 turns).

Update #2 (1.0.5.0003)

Improvements

- Added tanning racks to get more leather.
- You can select your characters during the placement phase by clicking on the combat queue.
- The Crafting screen now separates schematics by weapon type and armor material and orders them alphabetically.
- You can now select techniques without the required materials, to preview the bonuses.
- You can see the THC, CS and ADC on area of effect attacks.
- You can now change where your character is facing during combat for 1 AP. Left click on the character and hold to choose direction.
- The textbox can be moved and resized.
- You can use the highest Crafting skill from any companion while in camps even if they aren't in your party
- Clicking on Loot All moves to the next body with items.

Changes

- Increased Hieron's block to 4 from 1 and CS to 5 from 4.
- Changed Roxana's xbow/throwing to 6/6 from 5/7.
- Increased Yngvar's CON by 1, decreased INT by 1, lowered his Axe and Block to 8 from 9.
- Ant chitin armor weighs less and requires less material to craft.
- Killing Roxana grants SP.
- Tweaked gorza's (the new hammer) stats.
- Replaced the fight with 5 ants in the deep caves with a wounded scolopendra.
- Doubled the bonus to vsCS from CON.
- Tweaked CS formula calculation for aimed strikes.
- Ranged weapons use perception for aimed arms and legs
- Whirldwind effect for daggers, swords and 1h spears is bleeding instead of knockdown; higher chance to score.
- Constructs are now affected by knockdown, bash, attack and dodge penalties but they are a bit harder to bash or knockdown than human enemies.

Balance

- Base block is increase to 25 from 15.
- Increased chance to fully block attacks.
- Increased regular shields hardness.
- Increased crude shields vsRanged.
- Shields vsRanged no longer added when dodging (it's taken into account if block + vsRanged is higher than dodge).
- Increased base critical rating to 15 per CS point.
- Changed the berserk potion progression (Max is 40/10 from 50/5).
- Doubled the antidote's effect.
- Made the acid vial's effect stronger and available earlier. Now all of them do HP damage.
- Reduced throwing range. Increased AP.
- Splash Acid adds AoE similar to bombs.
- Increased Hammers' passive armor damage to 2.
- Increased Swords' passive bleeding damage to 3.
- Increased Bows' passive chance
- Nets effect duration reduced by 1, added 6 AP penalty to victim.

New SP System

The new system makes reaching higher levels more costly, but enemies have lower skills, so the investment gives a better pay-off. Intelligence gives much higher rewards than before, and some SP rewards have been increased.

- Intelligence now gives flat bonus points per combat.
- Increased skills costs for levels 5 and higher.
- Increased SP rewards for some fights.
- Lowered the skills of all enemies to match the new gain from the player.

Bomb Changes

- Tweaked bomb critical formula. Center of explosion adds more bonus, but each point of CON over 6 protects more.
- Base: 25 + Center of Explosion Bonus - (Victim CON-6) x25
- Center of explosion adds 50% to CS chance. Distance from center of explosion lowers this value.
- Increased damage and vsDR bonus.

Fixes

- CS facing bonus works correctly now.
- Fixed the chest near the crystal caves' forge.
- Opponents using Throwing weapons use correct APs.
- Mobility bonus is now disabled for knocked down characters.
- Fixed the disappearing construct issue if sent to the forge before activating the ancient facility.
- Scolopendras now have attacks of opportunity.
- Fixed the projectile collision on long bridges.
- Fixed extreme friendly fire with ranged weapons in crowded fights.
- Enemies will not bash creatures that are immune to bash.
- Fixed the issue with the AI and doors.
- Fixed the passable wall in rock bottom.
- Fixed the loop in crevice text interaction.
- Fixed hitting yourself with some throwing weapons on some situations.
Last edited by Elhoim; Dec 28, 2016 @ 7:35pm
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Showing 1-15 of 35 comments
Elhoim  [developer] Dec 24, 2016 @ 8:43am 
Originally posted by kirill-busido:
Also some other changes in combat: archer who run out of arrows in 2nd fight use stones, molerat archer actually uses poison arrows (they do poison), etc.

It was always like that.
Fenix-Venix Dec 24, 2016 @ 9:16am 
Impressive patch guys, you are magicians. )
moeros Dec 24, 2016 @ 10:14am 
It seems loading times become longer. Anyone noticed?
Aged Swine Dec 24, 2016 @ 12:13pm 
Why was pre-combat placement changed from left-click to right-click? I want an option to switch it back...
Aged Swine Dec 24, 2016 @ 12:50pm 
Oh... and you can no longer poison stones... that's ok, but... crude javelins too! And not even a pickaxe! What the hell???

How is a thrower supposed to use his freshly-made poison in the second fight now?
Last edited by Aged Swine; Dec 24, 2016 @ 12:54pm
Aged Swine Dec 24, 2016 @ 1:10pm 
Facing control is a most welcome change, but the hold sensitivity and area need a huge tweak. It's constantly popping up when I just try to attack someone adjacent to me, and it isn't always easy to dismiss it either. Once it even made my battle get stuck after I killed everyone - it just kept popping up the confirmation wherever I clicked; only disappeared after esc, and then I still couldn't finish the battle (end of turn didn't work). After some frantic control-spamming it finally gave up, but this is definitely not something I'd want to play with. :-/

Perhaps just replace drag & drop with a single press of a clearly documented shortcut? I.e. press X to rotate to whatever is currently under your cursor (similar to how you do it in preparation phase, just not LMB / RMB). It might even work good on middle mouse button - as long as it's remappable and doesn't conflict with camera rotation.
Fenix-Venix Dec 24, 2016 @ 2:14pm 
Can't craft ant armore, have enough material, "forge" isn't active.
Vince  [developer] Dec 24, 2016 @ 2:21pm 
Email us a save game:

info@irontowerstudio.com
Fenix-Venix Dec 24, 2016 @ 3:20pm 
Can't poison The Claw with first poison flask from chest - "this potion won't have any effct now".

Where are saves?
Edit - got it, sent!
Last edited by Fenix-Venix; Dec 24, 2016 @ 3:32pm
Elhoim  [developer] Dec 24, 2016 @ 4:23pm 
Originally posted by Fenix-Venix:
Can't craft ant armore, have enough material, "forge" isn't active.

You need crafting 2 to forge the ant armor.
Fenix-Venix Dec 24, 2016 @ 6:02pm 
Originally posted by Elhoim:
Originally posted by Fenix-Venix:
Can't craft ant armore, have enough material, "forge" isn't active.

You need crafting 2 to forge the ant armor.

Ok, but what with inability to poison my hand-made spear?
I had a difficult fight to get it.

Also you need somehow indicate that ant armor require 2 lvl of craft skill.
Aged Swine Dec 25, 2016 @ 2:33am 
Originally posted by Fenix-Venix:
Also you need somehow indicate that ant armor require 2 lvl of craft skill.
Last time I checked, it was indicated with a big bold message immediately after you get the schematic (i.e. win first ant fight). ;)

Didn't check after the patch yet. The official changelist looked very inspiring, but after finding the "secret" poisoning changes I'm starting to think it's a good idea to wait for another one. :-/
Last edited by Aged Swine; Dec 25, 2016 @ 2:34am
wizard1200 Dec 25, 2016 @ 3:08am 
Thank you very much for the great update.

The change to axes was necessary, but a chance of 2, 5, 9, ... % to inflict 1 point of strength damage is too low in my opinion, because the effect triggers only rarely and it is not very strong. The chance should be 3, 7, 12, ... %.

The chance of 4, 9, 15, ... % to ignore all inflicted damage with a shield is too high in my opinion, because you have already increased the base block defense. The chance should be 3, 7, 12, ... %.

The change to intelligence is great, but every point should be useful:
Int 4: +0 skill points at the character creation, +0 skill points per encounter
Int 5: +15 skill points at the character creation, +0 skill points per encounter
Int 6: +15 skill points at the character creation, +1 skill point per encounter
Int 7: +30 skill points at the character creation, +1 skill point per encounter
Int 8: +30 skill points at the character creation, +2 skill points per encounter
Int 9: +45 skill points at the character creation, +2 skill points per encounter
Int 10: +45 skill points at the character creation, +3 skill points per encounter
Last edited by wizard1200; Dec 25, 2016 @ 3:17am
Elhoim  [developer] Dec 25, 2016 @ 6:19am 
The need of crafting 2 it's indicated as soon as you get the first ant chitin.

We are looking into the poisoning stuff, definitely not intended.
Last edited by Elhoim; Dec 25, 2016 @ 6:20am
Aged Swine Dec 25, 2016 @ 6:33am 
Originally posted by Elhoim:
We are looking into the poisoning stuff, definitely not intended.
Thanks, that's comforting to know! :)

My first guess would be that this had something to do with an attempt to clean up non-functional options to poison nets and liquid fires? :)
Last edited by Aged Swine; Dec 25, 2016 @ 6:35am
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