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v1.03 out now - Patch Notes

Hi folks!

v1.03 is now out!

We are also super busy preparing our first Adventure Pack Pirate's Cove which is now almost ready! Will share details very soon.

As always, thanks for your continued support! Full patch notes are below and our roadmap for future work is here.

We've just pushed a hotfix in addition to this. Details at the bottom.

Thanks!
Colm

Class Previews

- You can now view a full breakdown of what each class does before you unlock it! You can see their six card starter deck, health, and any special traits. Just click into an upgrade and then on the class card.
- You can also click into the dungeoneers tab and click on one already in your guild to remind yourself of their details.

Improved Win/Lose screen

- The screen you see when you win or lose a quest has been significantly improved. You'll see an itemised breakdown of your gold gains, plus see exactly what special things you may have unlocked (like trophies, the graveyard, etc)

Trophy Room upgrade

- The trophy room has had some nice furniture brought in! Cozy! You can click on it in your guild to look around.
- There is now a journal on a stand in the Trophy Room. Click on it to re-read any story popups you've unlocked.

More Music!

- We've upgraded the number of music tracks you'll hear while in dungeons from four to TEN. There's also a special track that you'll only hear in the Jungle and another you'll only hear in the Dwarven Mines.
- PLUS all ten tracks now have a special variation that you'll hear during battles. Oh, the dynamism!
- While we were at it, we fixed an issue where muting music in the settings sometimes made it impossible to unmute it.
- And we'll tell you the name of the song now playing at the top left of the screen when it starts
- Finally, the rather amazing Dungeoneering Mania track from our launch trailer plays over the credits now. Seriously, check it out.

Class Obsolescence

- Aren't all dungeoneer classes fun? Wouldn't it be nice if the lower tier dungeoneers still had a chance in the harder regions? Well here's our first attempt at that.
- All tier 2 classes have had their base health reduced by -1, and tier 3 classes have had their base health reduced by -2, so all dungeoneers have similar health totals.
- Now when you reach the Jungle you are awarded a new decorative room (the Fountain) to place in your guild which gives ALL dungeoneers +1 health. And when you reach the Mines you get another one (the Garden) which has a cumulative +1 health effect.
- This means the lower tier classes should be a little bit more viable, though still weaker than the T2/T3 classes - as their starting deck remains weaker.

General Bugfixes

- Barbarians now have wrinkles. Because they are so OLD
- Tidied up how we show your hand and your health when you get a LOT of cards/hearts
- Fixed some craziness with health display in the new animation system, especially seen with self-damage combined with heals (that's YOU most holy grail knight)
- Fixed some issues with Retribution, Sluggish and Bulwark traits
- Hitting ESC in combat no longer has the options screen appear behind the combat screen
- The first tile placed for you in the first tutorial mission can no longer have a mysterious fountain on it
- No more building rooms below your guild's main entrance
- Paper Shield works as you expect when you have no cards in hand, now
- Fixed a game hang caused by partial blocking of Mime special cards
- No more poking your dungeoneers behind other windows in the guild
- Fixed a rare occasion where a boss would get stuck halfway to their starting room
- Fixed an issue with Reflecting Ray + queued damage
- Cursed Bow trait correctly called 'Decay', not its old name 'Meaty'
- Fixed an issue where cards weren't being correctly shuffled when your discard pile cycled back into your deck

Additional hotfix Sep 23rd

- some fixes and tweaks to support Pirate's Cove which is launching tomorrow
- fix for unique jungle/mines tunes not always playing the first time you are in that zone
- a number of fixes to odd behaviour when dragging cards, including an annoying bug where the token you were dragging would get stuck on your hero
- fix with mime discard ability locking the game if you died that same turn
- fix for retribution crash
- fixed overflow of gold amounts on win screen
- prevent build button appearing for unlocks you have already bought
- fix for duplicated special effects like the Troubadour's trait