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Dungeonborne – July 31, 2024 Patch Notes

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Dungeonborne – July 31, 2024 Patch Notes

Early Access Hotfix - July 31, 2024

This is a live update, players already logged in will not be affected. Please exit the game and update your client to the latest version. (Make sure to restart your Steam client if you're not seeing the update.)

Bug Fixes

  • Fixed an issue where equipping and unequipping gear during combat caused attribute anomalies
  • Fixed an issue that caused client crashes
Please be aware that server maintenance is scheduled from July 31, 2024 11:30 AM to 2:00 PM (this is displayed in your local time zone). Matchmaking queues will be closed starting at 10:50 AM, 40 minutes prior to maintenance. Ongoing matches will not be affected.

Network Stability Update:

Our servers have been under heavy DDoS attacks recently, with attacks occurring every day. These attacks are causing the latency issues and connection problems you may have experienced. Our server provider finds this level of attack intensity unusual, as it typically only targets major game launches. We are collaborating closely with our provider to develop a protection system. The development work is estimated to be completed in a few days and this system will be deployed ASAP. We sincerely apologize for the inconvenience and negative experience this has caused. Please know that we are working diligently to resolve this issue as quickly as possible.

New Content

  • New Event- "Shadow Constellation": Rogues now have a new E Skill - Shadow Veil. Team up with your rogue buddies to experiment with new tactics. Participate in the limited-time event to earn exclusive rewards
  • New Items in Shop: The Skeletal weapon skins are now available. Unleash the terror of flesh and steel upon your enemies
  • Increased Spawn Rate for Shadow Portals: The spawn rate of shadow portals has been significantly increased. Shadow portals can now also appear in Clouseau Castle (both Casual and Classic). Step through the portals for an epic battle against the Vengeful Monarch

Class Balance

Cryomancer

Dev Comment: Q Skill- Frostbite Curse has brought the Cryomancer back to the top tier, but its current performance is severely polarized across skill levels. Low-end Cryos struggle with soul energy management, while high-end Cryos enjoy the highest damage floor and ceiling. The changes below aim to balance this disparity.
I. Damage
Dev Comment: Compared to other classes, a well-built Cryo benefits from two unique damage multipliers: reduced cold resistance from Frostbite Curse and the independent damage boost from the Will passive "Bone Chilling". It's unwise for such a low-cost skill to have these advantages, so we’ve made the following changes:
  • The Will passive "Bone Chilling" now requires a minimum distance of 15 meters (instead of 1 meter) to start gaining increased damage, and the maximum damage bonus is achieved at 25 meters (instead of 15 meters). This significantly reduces the situations where Frostbite Curse can gain the maximum damage boost
  • Frostbite Curse no longer reduces cold resistance, reducing the damage of high-end Cryos and significantly lowers the burst potential of Cryos using melee weapons with Orbs
  • The base damage of Frostbite Curse has been increased from 30%/12.6% to 36%/16% to ensure that low-end Cryo damage remains roughly unchanged
(character limit reached)
II. Soul Energy
Dev Comment: Low-end Cryos need to kill more than two monsters to gain enough soul energy for a single cast of Frostbite Curse, making their energy management overly reliant on the Dexterity passive "Permafrost". Additionally, a full energy pool allows for six Frostbite Curse casts, enabling Cryos to cast their Q every few seconds in PvP. To address this, we have made the following changes:
  • Cryo's maximum soul energy has been reduced from 260 to 100
  • The soul energy cost of Frostbite Curse has been reduced from 40 to 20. This, combined with the energy cap change, lowers the maximum casts from 6.5 to 5. This means that overly frequent use of Frostbite Curse will result in insufficient total damage
  • The soul energy cost of Ice Storm has been reduced from 60 to 30
  • The soul energy cost of E Skill- Ice Armor has been reduced from 25 to 10
  • The Dexterity passive "Permafrost" has been changed to: Restore 1 soul energy when dealing critical damage (instead of 2)
  • The value of soul energy gained from kills remains unchanged to reduce early-game dependence on the Dexterity talent in PvE
III. Other Changes
  • The casting range of Ice Storm has been increased to 12 meters, and the maximum travel distance has been increased to 25 meters to improve the skill's initiation capability and adapt to the Will passive changes
  • Thunderclap Flask: The slow effect has been reduced from 75% to 50%, and the duration has been increased from 4 seconds to 6 seconds to weaken the synergy between Thunderclap Flask and Lightning Staff
  • Potential Upcoming Change: we plan to adjust the stacking logic of slow effects to multiplicative and add a minimum movement speed to prevent players from being immobilized by multiple slow effects

Rogue

  • New E Skill: "Shadow Veil": After a 3-second preparation, nearby allies (except Panthers) enter "Stealth" for 15 seconds. We hope this new skill brings a wave of new teamfight strategies to Dungeonborne
  • E skill "Vanish" changed to: Invisibility lasts for 30 seconds, and breaking invisibility triggers a 10-second cooldown

Mithril Shadow

  • E skill "Stealth" changed to: Invisibility lasts for 30 seconds, and breaking invisibility triggers a 10-second cooldown

Swordmaster

  • Fixed a critical issue where the E Skill "Whirling Blade" could only be blocked by shields, resulting in higher-than-expected effective damage in PvP and making it difficult to counter in close combat. Now, the skill can be correctly blocked by all weapons, properly affected by Blocked Damage Reduction, and correctly triggers block-related effects such as dual dagger's self-knockback and longsword's perfect parry
  • Added a visual effect to indicate damage reduction when the Stamina passive "Deflection" is active

Death Knight

  • Reduced the casting time for Q skill "Soul Shroud"
  • Increased the slow effect of Soul Shroud and Dexterity passive "Decay" from 15% to 25%
  • Fixed an issue causing stuttering when using two-handed swords or mace and shield while Q skill is active

Druid

  • The E Skill "Shadow Assault" in Panther Form can now interrupt certain enemy actions, such as bandaging, similar to other attacks

Priest

Dev Comment: Buffing the Priest is our highest priority at the moment, but we believe that further numeric buffs cannot fundamentally solve the core issues and could be very risky. We have been working on this for a while now, including some major changes and new skill options, some of which are already in testing. We hope to share them with you soon, stay tuned!

Gameplay Balance

  • Increased the number of static escape portals in Classic mode Clouseau Castle. There can now be two fixed escape portals
  • The cooldown of the Resurrection Shrine has been adjusted to 10 minutes
  • Adjusted the Vengeful Monarch's AI. He will now alternate skills between players instead of continuously targeting on

Equipment Balance

  • Gloves and boots now have Defense/Attack Levels and can be counted towards the participation requirements for Classic maps
  • Optimized the attack range indicator for the Lightning Staff, which can now be displayed correctly on some complex terrains
  • Optimized the activation logic of set bonus [Tiny Torment]: It no longer affects teammates
  • Set bonus [Force of Trinity] can now properly apply the vulnerability effect with Tier 3 activated
  • Set bonus [FAery of the Lake]: Re-equipping items no longer refreshes the internal cooldown
  • Fixed an issue where set bonus [Pity of Death] malfunctioned in the Vengeful Monarch encounter

Others

  • Added a display showing the total market value of all items in your Stash
  • Opening the TAB during a game will display the player's shield value below their health
  • Adjusted the attack angle when defending with mace and shield, and optimized the animation for one-handed mace's basic attack combos
  • Optimized the combat area of the Cyclops in Classic mode, giving players more space to fight
  • Adjusted the AI logic of some monsters. Ranged monsters will detect players at a greater distance, while reducing the tracking range of some monsters, making it easier for players to escape pursuit
  • Optimized monster placements near spawn points to prevent immediate engagement upon entering the game
  • Improved the spectator view's refresh rate for teammate icons after switching perspectives
  • Optimized some UI displays and interactions in the Trading/Shop
  • Optimized the interaction and display rules of the custom appearance interface
  • Optimized the visual dynamic of cloaks
  • Optimized the escape portal effects
  • Upgraded our security measures, which now has better ability to identify and combat harassment messages and certain cheats

Bug Fixes

  • Fixed an issue that caused the Druid's model and silhouette to appear abnormal after logging out and reconnecting
  • Fixed an issue where the Rogue's hand-held item position was misaligned under certain conditions
  • Fixed an issue in competitive mode where the "Cryotherapy" passive's stack count was incorrect under certain conditions
  • Fixed an issue where throwing equipment from a height would cause the equipment to disappear
  • Fixed an issue where small objects like necklaces falling into carpet or other terrain models in some areas could not be picked up
  • Fixed an inconsistency between the backpack item icon and the tooltip item icon for Uncommon and higher-quality Orbs
  • Fixed an issue in windowed mode where switching to the background and dragging the window would cause the in-game countdown to behave abnormally
  • Fixed an issue that could cause players to not see their teammates' icons after disconnecting and reconnecting in a party
  • Fixed a known issue in Clouseau Castle and Sinner's End Level 2 maps where players could get stuck, fall out of the map, or be unable to move
  • Fixed an issue where the game could automatically switch to windowed mode if it lost focus while in fullscreen mode
  • Fixed an issue where setting the mouse wheel to map and backpack keybinds caused malfunctions
  • Fixed an issue where some prompt information was repeated in the tutorial dungeon
  • Fixed an issue where distant doors wouldn't display properly in-game
  • Fixed several known issues that caused stuttering
  • Fixed several known localization issues

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