Hi folks!
We have been working away on some new features & fixes for the game.
Full patch notes are below and our roadmap for future work is here. Our next patch after this one will be all about 'endless mode' - more news on that soon.
As always, thanks for your continued support!
Colm
Battle Scars
We specifically designed Guild of Dungeoneering to not overly punish failure. You can never 'lose' the game (even if your graveyard becomes increasingly crowded) and you have unlimited dungeoneers available to throw at dungeons. However this does mean you are never attached to any particular dungeoneer. Even adding features like naming your dungeoneers, or giving them a unique hairstyle didn't quite fix this. So we're trying something new. Hopefully this leads to a little more attachment & unique story for each dungeoneer.
Dungeoneers now gain Battle Scar traits over time, as they survive dungeon runs. New dungeoneers are always 'blank' and exactly alike. But as they complete quests they gain battle scars that can be good or bad. Here's the possible scars you can gain:
- Hard-headed (+1 hp, -1 card)
- Head injury (+1 stupidity)
- Veteran (+1 blade)
- Scarred (+1 crush, -1 hp)
- Flesh Wound (-1 hp)
- Zealot (+1 Holy, -1 loot choice)
- Scrounger (One loot choice is of a higher level than normal)
- Gullible (One loot choice is of a lower level than normal)
- Hubris (same pathing change as Barbarian's deathwish, without the bonus hp in battle, description: 'Convinced they cannot lose. Seeks out higher-level monsters')
- Fountain addict (fountain pathing bonus, first tile card each turn always has a fountain)
- Tricksy (start quest with level 1 loot choice)
Got feedback on battle scars? I'd love to hear about it here.
Boss Rematch
Once you completely clear out any of the regions in the game (grasslands, jungle, mines & pirate's cove) you unlock the option to replay levels in that region.
A new 'boss rematch' overlay appears on the map which will give you a random bossfight from that region. If you find you are stuck on a new region for any reason this is a great way to earn some gold from a previous region. This will also make it possible to unlock pirate's cove with a savegame that has previously finished the jungle region (just find the pirate map in a jungle boss rematch quest).
Dungeoneer Rehiring
Dungeoneer rehiring is no longer instant. When you lose a dungeoneer it now takes time to find a replacement. You will need to attempt a quest with one of your other dungeoneers before a replacement arrives. Chumps, however, are ALWAYS available immediately!
Designwise this is again to give a little more downside to failure (though temporary) and to encourage you to try some more classes. If you only just reached a new region (eg, the jungle) and only have one class from that tier, you can avail of the new boss rematch feature with your other classes while you wait for your replacement.
Stability, Crashes & Memory
Game stability has massively improved. We did another huge pass on cleaning up how we use memory. This should help prevent crashes people were seeing, especially around creating really big dungeons. We've also added a new option to use lower-quality art assets for folks who are seeing this issue often.
Card play improvements
As well as dragging cards from your hand to the board you can now also click on them once, then click again where you want to place them (particularly handy with laptop trackpads where dragging was awkward). Also, as you are placing a card we now show a little rectangle in your hand where the card was, so you can drop back onto this to cancel without fear of accidentally placing it in a valid spot on the map underneath it.
General Bugfixes
- moved objectives area to top left and cleaned it up a lot
- made separate volume controls for SFX / music / bard. No more master volume
- laid out options screen a little better
- can now rename dungeoneers at any time (click into dungeoneers in your guild, click on one, then click on their name)
- only pan view to talking character if they are offscreen (previously would always center on them)
- chat bubbles can be to left OR right to fit on screen at edges
- improved how we trigger all tooltips (now checks if the mouse has stopped moving before triggering them)
- added a low-resolution graphics mode to the options screen. Use this if you are crashing a lot or having performance problems.
- added small click sound effect to mouse clicks
- removed delay on returning to guild before rooms appeared
- fixed occasional issue where traits area in battle screen was blank
- when battle icon animations are turned off, we now still show the icons just without animation (was blank previously)
- fixed issue where monster's attack card would stop having a tooltip when your hand got too big
- made it possible to choose no blessing if you want. Added a carousel effect to swapping blessings/dungeoneers
- all tooltips referencing 'hp' now use the heart icon
Hotfix: Nov 19th
A couple of small issues with 1.05 are now resolved:
- If you have completed the jungle and want to unlock Pirate's Cove you can now do so via boss rematch (this was meant to work in 1.05 but wasn't triggering correctly)
- Ending your turn while the boss is still chatting and moving to the board at the start of a quest was causing some problems with phantom turns, should now be solved