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Update 33 "Grumpy Goblin" Now Live!

As we have been warning, we have performed a full wipe with this release.

This is because we are finally ready to start introducing campaign mode! Hurray! Chapter 1 of the campaign is now in the game, and going through the 5 missions that are part of this chapter will introduce you to some new characters and unlock your academy.

To help ease the pain of the full wipe, players that finish all 5 missions will get some extra bonus gold at the end of mission 5 to help re-build their academy.

As usual, this build also includes various bug fixes and enhancements, largely driven by our community. Thanks everyone for helping make this game great!

We are still building this as a “development build” to help us track down bugs better, so you’ll see a “development build” watermark in the lower right corner of the screen.

Features:

  • Campaign mode! Help the Land rebuild the once powerful and famous Academy for Dungeoneering.
  • Quickmove has been improved. It will now automatically cancel if you do one of the following: Receive damage, rescue a prison, get treasure, or pick up key. Reminder: Quickmove can be activated using the “Q” key.

Balance Changes:

  • People hated rescue missions, so (for now) I made the people you are trying to save have lots of HP, so they should be very hard to kill. 
  • Blobs now leave corrosive slime trails. (Thanks Bippo!)
  • Aggressive monsters no longer bear the “assistive” trait; they would have attacked you anyways, even if you didn’t attack their friends.
  • Enemies that are “keen-eyed” can now see through decoys (Thanks Bippo!)
  • Golems are now immune to poison and bleeding. They are robot-ish, after all. (Thanks Bippo!)
  • The dungeon shop will now always offer at least one equipment upgrade. (Thanks Bippo!)
  • Things that burp will now only use burps as an attack, instead of randomly burping. (Thanks Bippo!)
  • Goblins were universally hated for their careless bomb throwing. They are now a bit more precise, and will only throw bombs as a form of attack, instead of just randomly. They can still miss occasionally though (except bosses, they’re too good to miss). (Thanks Bippo and others!)
  • Speaking of bombs, bomb throwing monsters will do 1/2 of the damage they used to do. (Thanks RatBastage and others!)

UI Tweaks:

  • Cloak of shielding has been changed into a scroll of shielding. The cloak made it seem like an equippable item rather than a one-time use item.
  • Wording when dying from a bomb has been updated to indicate it isn’t always the player’s fault. (Thanks Bippo!)
  • Heal animation has been updated, and now features a casting trail from the caster to the recipient, so it’s clearer who is healing who.
  • The monster’s death animation has been tweaked ever so slightly.

Bug Fixes:

  • Monster turns shouldn’t take a super long time anymore (especially if there are no monsters on the screen) (Thanks to several people for this one)
  • Crazy masses of birds that sometimes appear on the main map and eventually crash the game should be shooed away now, hopefully.
  • Some cases of “monster turn” appearing at the beginning of a game
  • Some characters sometimes had no lips. What good is a phone call if you’re unable to speak? (Thanks Bippo!)
  • The miser and minimalist achievements should actually work now. Miser = don’t use any multi-card combos, minimalist = don’t buy any equipment in the dungeon (your starting equipment doesn’t count) (Thanks Bippo!)
  • Boss descriptions should be less crazy now (No more “shootarrow” or poison poison poison people). (Thanks Bippo!)
  • If you level up at the same time you win, you shouldn’t get a level up screen for the next character (maybe; this was hard to reproduce reliably) (Thanks to the several people who have reported this!)
  • Mini-boss and boss blobs should not longer split into regular blobs. (Thanks Bippo!)
  • Meandering shrubs now limit the number of times they can throw off sapplings, and their children should never throw off sapplings. (Thanks xFAZIKx!)
  • Resist Physical/Magic perks now, for reals, give 10% bonuses. (Thanks xFAZIKx!)
  • Predictive damage displayed for Shouts and Head butts now accurately show the damage they will do. (Thanks xFAZIKx!)
  • If the arena in the top left corner of the map was the “next” mission, the main map could get “stuck” so you couldn’t move it left or right.
  • Disease should no longer freeze the game if you have over 5 cards in your hand.