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Tonight, more fixes and balancing (especially for larger dungeons). A lot changed during the beta period, and I am grateful for your feedback regarding the game's balance. I have heard a few say that the early game is too rough, so I will be looking at that for the next update, but this update is more for those who say the late game is too easy.
Hero checkpoints now fortify by number of floors built rather than number of floors fortified; the previous checkpoint now fortifies when a new one appears. This way, you can't avoid fortifying floors in order to prevent heroes from adding portals; this also means dungeons brought over from a previous game will begin with hero portals throughout--should be more interesting this way, but let me know what you think! Drop rates have been tweaked a bit, the XP ramp has been bumped up, and hero spawn rates have increased slightly for later waves.
In combat, minions are now always on the left and heroes are always on the right. This should help with some confusion identifying sides in the heat of battle.
There are Liches in the air! The Macabre Mausoleum hosts a suitably powerful undead/eldritch enemy with high ward defense and a big arcane damage buff--they also raise Skeleton Acolytes, the same way Necromancers raise Skeleton Warriors. The Acolytes deal arcane damage and heal undead, so this is some great stuff for undead or magic-focused dungeons.
Keep the feedback coming, and let me know what you really think! I appreciate it ːtotbaconː.
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