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Dungeon Rats: Update #2

Cazzeris

Guest
http://steamcommunity.com/games/531930/announcements/detail/614011511172908393

Iron Tower Studio said:
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8 new portraits for your character

Improvements
  • Added tanning racks to get more leather
  • You can select your characters during the placement phase by clicking on the combat queue.
  • The Crafting screen now separates schematics by weapon type and armor material and orders them alphabetically.
  • You can now select techniques without the required materials, to preview the bonuses.
  • You can see the THC, CS and ADC on area of effect attacks.
  • You can now change where your character is facing during combat for 1 AP. Left click on the character and hold to choose direction.
  • The textbox can be moved and resized.
  • You can use the highest Crafting skill from any companion while in camps even if they aren't in your party
  • Clicking on Loot All moves to the next body with items.

Changes
  • Increased Hieron's block to 4 from 1 and CS to 5 from 4
  • Changed Roxana's xbow/throwing to 6/6 from 5/7
  • Increased Yngvar's CON by 1, decreased INT by 1, lowered his Axe and Block to 8 from 9.
  • Ant chitin armor weighs less and requires less material to craft
  • Killing Roxana grants SP.
  • Tweaked gorza's (the new hammer) stats.
  • Replaced the fight with 5 ants in the deep caves with a wounded scolopendra.
  • Doubled the bonus to vsCS from CON.
  • Tweaked CS formula calculation for aimed strikes.
  • Ranged weapons use perception for aimed arms and legs
  • Whirldwind effect for daggers, swords and 1h spears is bleeding instead of knockdown; higher chance to score.
  • Constructs are now affected by knockdown, bash, attack and dodge penalties but they are a bit harder to bash or knockdown than human enemies.

Balance
  • Base block is increase to 25 from 15.
  • Increased chance to fully block attacks.
  • Increased regular shields hardness.
  • Increased crude shields vsRanged.
  • Shields vsRanged no longer added when dodging (it's taken into account if block + vsRanged is higher than dodge).
  • Increased base critical rating to 15 per CS point.
  • Changed the berserk potion progression (Max is 40/10 from 50/5).
  • Doubled the antidote's effect.
  • Made the acid vial's effect stronger and available earlier. Now all of them do HP damage. Reduced throwing range. Increased AP.
  • Splash Acid adds AoE similar to bombs.
  • Increased Hammers' armor damage to 2.
  • Increased Swords' bleeding damage to 3.
  • Increased Bows' passive chance

New SP System

The new system makes reaching higher levels more costly, but enemies have lower skills, so the investment gives a better pay-off. Intelligence gives much higher rewards than before, and some SP rewards have been increased.
  • Intelligence now gives flat bonus points per combat.
  • Increased skills costs for levels 5 and higher.
  • Increased SP rewards for some fights.
  • Lowered the skills of all enemies to match the new gain from the player.

Bomb Changes
  • Tweaked bomb critical formula. Center of explosion adds more bonus, but each point of CON over 6 protects more.
  • 25 + Center of Explosion Bonus - (Victim CON-6) x25
  • Center of explosion adds 50% to CS chance. Distance from center of explosion lowers this value.
  • Increased damage and vsDR bonus.

Fixes
  • CS facing bonus works correctly now.
  • Fixed the chest near the crystal caves' forge.
  • Opponents using Throwing weapons use correct APs.
  • Mobility bonus is now disabled for knocked down characters.
  • Fixed the disappearing construct issue if sent to the forge before activating the ancient facility.
  • Scolopendras now have attacks of opportunity.
  • Fixed the projectile collision on long bridges.
  • Fixed extreme friendly fire with ranged weapons in crowded fights.
  • Enemies will not bash creatures that are immune to bash.
  • Fixed the issue with the AI and doors.
  • Fixed the passable wall in rock bottom.
  • Fixed the loop in crevice text interaction.

Languages

We'd like to thank the Russian and Spanish-speaking players who translated all the text and dialogues. We are humbled and very, very grateful for their effort to bring the game to people who wouldn’t be able to play it otherwise. You can change the language in the Options menu (via the Languages drop-down selection).

* * *

Merry Christmas and Happy New Year! Thank you for your patronage.

So: a bunch of new portraits ready to be compared with Tworment's and an impressive changelog full of gameplay tweaks.

They even addressed the issues featured on the codex review. Time for another playthrough, Darth Roxor? There's even a Lo-Wang portrait now! :D
 

Whisper

Arcane
Vatnik
Joined
Feb 29, 2012
Messages
4,357
Wont spoil why, but enemy will crit you much more often, for example.
Or Axe user enemies will constantly decrease Str on hit (gl removing it with stat heal pots, there are few of them now and to craft new you need cassava roots that also got less with update).
 

Parabalus

Arcane
Joined
Mar 23, 2015
Messages
17,442
Just reading the changes makes me think they increase difficulty by a lot - as solo, I didn't previously have enough points to put into CS, the SP changes probably compensate for that a bit. With a team, dunno how to keep them alive, but it definitely seems fresh enough to warrant a new playthrough. Zerker potions and shields for dodge got nerfed too, oh boy :bounce:.
 

Whisper

Arcane
Vatnik
Joined
Feb 29, 2012
Messages
4,357
1. Changes in CS. Getting often critted with 150 CS defence.
Since enemy often has 150 CS (10 in crit) + 25 from weapon, this means you can be critted 25% of time (175 - 150).
150 defence CS is very high.
Those who have reasonable CS defence of like 100, will get crit like 75% of time.

2.Block changes. Also enemy blockers got buffed too. Getting full blocks from enemies much more often, also harder to hit. But with this i agree.

3. Bomb changes, now alchemists can 2-shot you with 100% hit chance :) Now ironmanning got more fun.

Conclusion - all buffs work 2-ways. They also buff enemies. Which is logical but is a bit of trolling.
 
Last edited:

Elhoim

Iron Tower Studio
Developer
Joined
Oct 27, 2006
Messages
2,878
Location
San Isidro, Argentina
1. Changes in CS. Getting often critted with 150 CS defence.
Since enemy often has 150 CS (10 in crit) + 25 from weapon, this means you can be critted 25% of time (175 - 150).

Strange, the highest one is the enforcer with 9, then another guy with 8. The rest of the end game enemies fall in the 5-7 range.
 

Whisper

Arcane
Vatnik
Joined
Feb 29, 2012
Messages
4,357
1. Changes in CS. Getting often critted with 150 CS defence.
Since enemy often has 150 CS (10 in crit) + 25 from weapon, this means you can be critted 25% of time (175 - 150).

Strange, the highest one is the enforcer with 9, then another guy with 8. The rest of the end game enemies fall in the 5-7 range.

My mistake. I just remember constantly getting crit for 25-30 dmg despite having 135 (and then 150 CS defence). Was not fun.

2nd is Democritus or Scaurus?
 

Whisper

Arcane
Vatnik
Joined
Feb 29, 2012
Messages
4,357
Yes, Enforcer critted like mad vs my 150 CS defence, you are right - he also have +25 CS sky sword. I am not sure who is tougher, he or Emperor now.
 

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