Hi Delvers,
This week we're been focusing refining the initial experience based on the feedback you all have been leaving. This Friday we'll be posting a roadmap on the future of Dungeonfell, so stay tuned for more info.
Today, however, we've got 2 tweaks to the game that have come from suggestions from the community in this patch.
On-Hover Information:
We've added in some context hovers to the game, so that you can more easily get information on what something means or how it works. We've focused on the parts of the game that were unclear or did not have a "click and hold" functionality to get more information.
Hover Locations:
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[] Health stat - clarifying what health it. We probably don't need this one, but it would feel strange if the other stats had this
[] Defence / stat - clarifying how Defence works and how a % chance to hit is calculated
[] Accuracy / stat - clarifying how Accuracy works and how a % chance to hit is calculated
[] Initiative / stat - clarifying what initiative is and how the +X number is generated.
[] Abilities / Tree Nodes - saying how Ability upgrade work and the limitations on choosing an upgrade.
[] Stances / Tree Node - saying how Stance upgrade work and the limitations on choosing an upgrade.
[] Base Spell / Tree Node - saying what a Spell is and how it is used.
[] Spell Upgrade / Tree Node - saying how upgrading a Spell works.
[] Relics / Tree Node - saying what a Relic is and how the relic pool works.
[] Upgrade Button / Spellbook - saying where the button in the spellbook takes you and why.
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Berserk, Frenzy, and Weak Clarifications:
We've also tweaked how Berserk, Frenzy, and Weak work - they now do what they say on the tin, rather than adding or removing a % of the base damage amount.
I'll do an example how how it worked and how it now works for clarification:
Old Maths:
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[] In the old system, an attack that dealt 20 damage and was given Berserk (+50% Damage), it would go up to 30.
[] If that attack then was given Weak (-50% Damage), it would go back down to 20
[] So they would both basically cancel each other out, but you wouldn't actually be doing 50% less damage on the number shown on the attack (-15), it would 50% less damage of the starting damage (-10).
[] The above system caused some confusion, so we've moved over to a "does what it says on the tin" system
New Maths:
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[] In the old system, an attack that dealt 20 damage and was given Berserk (+50% Damage), it would go up to 30.
[] So Far the Same
[] Now, however, if the attack was given Weak (-50% damage), it will reduce the number you see by 50% - reducing it to 15
[] They still cancel each other out, but now they work off of the number you see, rather than the number you would have to remember.
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Balance Tweaks:
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[] Dahlia has +1 Accuracy, bringing her in line with Kaijin
Bug Fixes:
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[] Fixed an issue where the game save when leaving a level would not handle ability cooldowns correctly
