Dungeon Drafters update out now (version 1.1.1.6), patch notes
Dungeon Drafters received a new update on Switch, and it’s a pretty big one at that. Version 1.1.1.6 includes a bunch of different patches previously released for the PC version.
The update comes with various fixes, balance changes, and more. Some small improvements are also available.
Here’s the full rundown:
Dungeon Drafters update version 1.1.1.6 patch notes
Ver. 1.1.1
MEMORY LEAK FIX!
- The pesky memory leak issue, which persisted on some specific computers even after our attempts to work around it, should now be completely resolved! While we still recommend users experiencing any frame drops to set their refresh rate to 60 fps, crashes related to Unity’s memory issues should no longer occur.
Card Changes
Balance Related
- Warning Summons: Cards that summon warning-based traps (e.g., Killing Arrow, Avalanche Slam, Star Relocate) no longer allow stacking warnings on existing ones.
- Sow: Updated to require selection of 4 tiles to summon Health Fruits, bringing more flexibility compared to the previous fixed summoning positions.
- Sound the Horn: Expanded from a 5×5 to a 7×7 box around around the player and Stun has been increased from 1 to 2.
- Shuriken: Teleport casting is now limited to diagonal tiles only, effectively creating an ‘X’ pattern for teleportation.
- Cardinal Shot: Damage increased from 3 to 4, with Stealth also increased from 3 to 4 on polyhit. The area of effect has been adjusted closer to the player to improve the usability of the card.
- Heroic Stand: Now grants Immunity 3, previously dealing only Immunity 2.
- Marsh: Damage to rooted entities increased from 1 to 2.
- Quick Jump: Range reduced from 7×7 to 5×5 box around the player.
Bug Fixes
- Stalactite and Double Shot Softlock: Both issues have been resolved.
- Ghastly Shroud: Fixed casting that now prevent selecting tiles that can cause certain game-breaking scenarios.
- Overload: Can now be correctly cast over traps.
- Petrify Preview: Accurately indicates re-drawing Petrify upon discard.
- Tornado Field Trap: Adjusted to prevent falling into holes.
- Tempest: Now applies stun to entities summoned on its tiles during the casting period. For instance, a mummy emerging from a destroyed sarcophagus by Tempest’s Damage will now be stunned.
- Pounce: Addressed a bug that could potentially lead to a softlock, although no reports of this issue were received.
- Puppet Master: Now consistently applies charm to entities that were originally enemies.
- Trap Interactions: Fixed issues with certain summoned traps conflicting with in-dungeon trap tiles, ensuring proper overrides.
Miscellaneous Adjustments
- Card Traits: Numerous cards have received a revision of their traits to more accurately represent their actions.
- Directional Shield Effect Card: Preview now correctly shows only in the determined direction, enhancing clarity, the casting selection remain unchanged as it was previously correct.
- Kunai, Infinite Kunai, and Hook: Previews have been polished for clearer communication of the cards’ effects.
- Crystal Trick: Now accurately shows the effective area of damage from the Trick Effigy when casting.
- Origin Orbs: Enhanced with additional visual effects and indicators.
- Finishing Move: Received a minor timing adjustment for smoother execution.
- Frozen Meteor: Visual and timing fixes have been made.
- Slimy Fireball: Received a slight visual polish.
Curio Changes
Balance Related
- Barbed Wire: Damage on rooted entities has been increased from 1 to 2.
- Odd Incense: Charge increased from 1 to 2.
- Horai Mask: Charge decreased from 5 to 3.
- Abacus Charm: Charge Increased from 6 to 7
- Spear Charm: Charge decreased from 4 to 3.
- Sandals Charm: Charge decreased from 7 to 5.
- Anvil Charm: Charge decreased from 5 to 3.
- Porcupine Hat: Charge decreased from 2 to 1.
- Clean Mirror: Charge increased from 2 to 3.
- Land’s Bounty: Charge decreased from 5 to 4.
- Vampire Hood: Charge decreased from 3 to 2.
- Smoke Bomb: Charge increased from 1 to 2.
- White Stone: Charge decreased from 10 to 7.
- Megistus Boots: Charge decreased from 10 to 5.
Miscellaneous Adjustments
- Stormbringer: Enhanced Visual Effects, now more aligned with the curio’s theme.
Boss Changes
Ancient Effigy
- Effigy Hands will now display a proper Death Animation upon being defeated.
- A “connection line” visual effect now connects the Effigy with its hands.
- Multiple checks have been added to Effigy Hands to prevent them from being positioned opposite of the intended direction.
Dyna, the Dragon Sorceress
- Attacks that apply Root now will apply Disease instead, for better consistency with other similar abilities.
- Adjustments made to disable collisions in Dragon Form while attacking, addressing potential bugs.
- Enhanced summoning state visual effects during higher miasma.
- Minor timing adjustments to her Counter sequence upon death for smoother flow.
- A visual bug that affected Witchcraft Warlock moving animation when summoned by Dyna has been fixed.
Champion Urmah & Champion Nuesh
- Visual effects and timing for Nuesh have been adjusted to enhance the boss fight flow.
- Urmah has received an improved visual effect for its Enraged state.
- Higher Miasma “Crowd Cheer” now functions properly with Reflection summons and display appropriate visual effects.
Unknown Being Xuaih
- Fixed a softlock issue where the game would freeze if the original Xueih was sleeping and a clone received the fatal blow.
- Mitosis calculation has been made more complex, increasing difficulty in predicting and keeping clones together.
- Plague Split attack now also applies Root to better synergize with the boss’s other behaviors.
- Various fixes implemented for targeting and teleport preview clarity.
Primeval Spirit Hinokami
- High-miasma over-magma damage has received visual and timing adjustments for smoother execution.
Demon Lord
- Significant polish applied.
- Cards now closely mimic player cards without major value changes, aimed at improving consistency.
- Almost all preview states have been adjusted to improve clarity on the Demon Lord’s attacks. Note that some previews, by the game’s nature, were not possible to implement. However, all are related to cards the player has access to and can understand outside of the battle.
Monster Changes
Balance Related
- Blue Nautilus: Adjusted the Blue Nautilus’s teleport behavior to prevent spamming, now mirroring the Green Nautilus by teleporting only when an enemy is nearby or moving one space to a random adjacent position otherwise.
- Ember Sage: Now immune to burn.
- Leaf Sage HP: Leaf Sage’s health has been adjusted from 5 to 3.
- Ice Golem: Adjusted behavior to move and then summon stalactites, preventing it to hit itself with their own stalactites.
- Thermostat Gizmo: Introduced a relationship parameter akin to other Gizmos in the Glacial Library, mainly affecting the Ice Floor’s disappearance timing between player-summoned and dungeon’s thermostats, for a more consistent gameplay experience.
- Ogre: Throw attack adjusted to properly execute splash damage, consistent with other throws in the game.
- Jelly Slime: Jelly slime and its remnants have been adjusted to avoid summoning traps over neutral entities.
Bug Fixes & Miscellaneous Adjustments
- Monster Targeting Behavior: Monsters will no longer target entities that have fallen into holes within the same round, instead defaulting to fallback behaviors or seeking new targets.
- Multi-Hit Creatures Fix: Addressed a bug where multi-melee creatures could attack long-distant props that can move, such as twin gems, without moving.
- Connection Line Visual Effect: A “connection line” visual effect has been added to monsters with important mechanical connections, akin to those seen with golems and their antennas or mages.
- Hourglass Calculation Correction: A miscalculation in the Hourglass’s behavior has been fixed, making it simultaneously less irritating more challenging to engage with.
- Sandworm: Enhanced visual effects now enrich the Sandworm’s Burrow state, and a proper sprite has been added for its appearance when frozen by the Sword Shrine.
- Duelist: Received subtle visual fixes and polishing.
- The Manalith: Received visual polish and adjustments.
- Angel Champion and Shrouded Mummy: Corrected damage previews to reflect accurate damage values.
- Scrolls Animations: Scrolls have been corrected and now properly display their death animations.
- Hourglass Preview: The Hourglass now consistently displays the Timecraft trait in their actions.
- Broodmother Summoning Fix: The Broodmother will no longer summon spiderlings on incomplete webs over chasms, preventing unintended falls. Now, they will wait for the web to form if necessary.
- Catfish Preview: The preview for the Catfish Lure trait has been corrected from 1 to 3.
- Ember and Leaf Sages: Casting visual effects have been polished.
- Gravestone Preview: Gravestone has been updated to display its proper traits.
- Chakram Sounds: Addressed and fixed sound issues related to all chakram projectiles.
- Vermin Death Sounds: Fixed an issue with vermin enemies’ death sounds playing twice.
Dungeon Changes
Tutorial
- Tutorial Drops Adjustment: Tutorial rewards have been removed from the Rest Room. Instead, players will now begin their journey on the beach, equipped with 1,500 shards and a basic booster pack in their bag. Additionally, rewards after boss battles have been slightly increased. This change aims to mitigate frustration for new players following a challenging boss fight, discouraging any overjustification effects and enhancing the overall experience.
- Tutorial Birds: Made a small visual adjustment to the birds on the Beach of the tutorial.
Glacial Library
- Stalactites Polish: Enhanced the visual effects and sounds of stalactites hitting the ground for better visual feedback. This change has also been applied to the card.
- Missing Antennas: All rooms have been revisited to ensure that antennas appear alongside the golems in all rooms.
Dune Dome
- Dune Dome Ambush Rooms: Now apply Wound 2 to the player in addition to giving Stealth 1 to enemies.
- Ground Spikes: Adjusted to deal 1 damage upon contact, instead of 2.
- Dune Dome Obelisk: Updated and fixed the visual effects of the Obelisk that counts down the timer for the Jail.
Lost Wreckage
- Possessed Chest Statues: Resolved a softlock issue involving the transformation of a Monster Sword Statue into another entity in the Possessed Chest rooms.
The Tower
- Tower Floor Layout Revision: Some Tower floor layouts have been removed to avoid redundancy and improve engagement, addressing feedback that some configurations contained too many rooms.
- Armor Stand Prop: Can now be interacted with cards and actions that perform movements.
- Tower Pressure Plate Puzzle: Fixed an issue where a specific pressure plates could not be activated as it was placed over Chasms.
- Tower’s Pyro Crystal: Magma no longer remains indefinitely in a room after activation. It has been adjusted to disappear after a certain period, as it always should.
Town Arena
- Arena Puzzles Adjustment: Sword, Tome, and Stone puzzles have been edited to counteract exploitative strategies, crediting MegaManBK7 for finding those.
- Shinobi Arena Puzzle: Adjusted to align with the Shuriken teleport changes.
- Arena Teleport Animation: Introduced a teleport animation upon entering a puzzle room in the arena.
Miscellaneous Changes
Adjustments and Improvements
- Guide’s Encyclopedia Revamp: Both monster and props sections of the Guide’s Encyclopedia have been uniquely reworked for enhanced distinction.
- In-Town Shard Indicator: Introduced a small indicator at the bottom right of the screen in town to better indicate the possibility of displaying current shards and gems.
- Sound Improvements: Added a variety of new sound effects ranging from NPC interactions to secret boss attacks.
- Death Animation Loot Display: Adjusted to show loot lost in death animations 360º around the player, previously 180º.
- Oracle Section Props: Ensured props shown in the oracle section of the town are relevant and make sense, focusing on puzzle props.
- Text Adjustments: Implemented a series of text fixes and adjustments across the game, enhancing readability and information clarity.
- Character Selection Sprites: The small sprites within the character selection have been adjusted for better spacing, addressing previously uneven negative space around them for a more visually balanced selection screen.
Bug Fixes
- Saved Decks Navigation: A minor UI issue with vertical navigation in the Saved Decks list, affecting gamepad users with over 10 saved decks, has been resolved.
- Stone Shrine and Petrify Softlocks: Addressed softlocks related to the Stone Shrine activation and receiving multiple Petrify effects in the training room.
- Menu and Tutorial Lock Update: Menus will remain locked until all queued tutorial pop-ups are completed. This change prevents softlocks in specific situations.
- Tome Shrine: Received an extra visual polish when activated.
- Fishing Minigame Prompt: Corrected the exit prompt in the fishing minigame.
- Quest Counter Fix: Corrected broken quest trackings.
- Fishing Minigame: Fixed an issue with duplicated fish names.
Ver. 1.1.1.1 to Ver. 1.1.1.5
Quality of Life Changes
Text Corrections in Multiple Languages
- We’ve made numerous grammar and consistency corrections to the text throughout the game. Our goal is to ensure the language is as clear as possible, based on player feedback from both Steam and Discord. While these changes might not be immediately noticeable, please rest assured that if you reported an issue with the text through the appropriate channels, it should now be fixed.
Deckbuilder UI for Controllers
- We’ve made adjustments to the UI interactibility in the deckbuilder to improve the experience for players using a controller.
Map Selection for Controllers
- When using a controller, both Scavenger and StageCoach will now have a dungeon/region pre-selected for the player, displaying its image, description, and difficulty. Previously, a region was selected, but players needed to interact with the interface before any information appeared.
Secret Character Movement
- The movement of the secret character has been slightly reworked to be less dizzying for some players.
- The secret character will no longer change their custom movement when hexed. They will continue to use it while having the effect. This addresses the bug where the movement would be lost after losing Hex.
Miasma on Shrines
- Corrupted Shrines will now mantain their pad under them, but they will be faded to indicate that they cannot be utilized. This change helps clarify that the shrine can still be activated with the Heavenly Slip curio.
Adventurer’s Shadow Fix
- The Adventurer’s Shadow entity from the Tower has had its counter and throe mechanics fixed to address some minor issues.
Trading Hand Visuals
- The trading hand now features a smoother animation for its trigger tile disappearing when hit by the player.
Thermostat Targeting
- Thermostat now properly applies Wound only to entities it considers enemies of its summoner. Thermostats from dungeons attack allies, while player thermostats attack enemies.
Small VFX Changes
- Some VFX have received small additions to better communicate their effects.
Crazy Rooster Sound
- The Crazy Rooster is now less loud.
Changes Intended for 1.1.1
Cards Ranges and Targets
- Blink now has the intended range, forming a 5×5 box without corners instead of a diamond shape.
- Blooming and Earthbind’s root area of effect has been increased from 5×5 to 7×7.
- Heroic Stand can now be cast on both the player and any monster.
Shrines Spawn Rate
- The spawn rates of some Special Shrines have been increased based on observation of playthroughs and community feedback.
Ancient Effigy
- The Ancient Effigy will now adjust its starting action at the beggining of the Boss Fight based on the player’s HP and the number of petrify statues in the room. It will alternate between Gaze and Reanimate. This change aims to speed-up the fight and reduce frustration for new players in the tutorial, while maintaining the standard fight for experienced players. Additionally, this adjustment affects the Boss Rush, skipping a ineffective turn from the effigy at the start of the fight.
Adventurer’s Shadow Simple Rework
- 1.1.1.5b:As many players have always noted, the Adventurer’s Shadow from the Tower was quite a pain to deal with, no matter your deck. We noticed that players were relying more on luck to avoid encountering them rather than adapting their decks for these fights. Therefore, the Shadow received a light rework. It will now always have half the player’s Max HP (always at full HP), and it no longer has a counter. Also, it’s death throe was changed, now dealing a third of the player’s health as non-lethal damage when it dies.
Conditional Trait
- A new Trigger trait has been added! All conditional trigger cards now have this trait, making them easier to identify in-game. Please note that this is exclusive to cards and serves a purely meta purpose, helping players identify and locate these cards for quests, as requested by many.
Strider Glove
- Strider Gloves now properly doesn’t trigger with only the default movement. This change was intended for the 1.1.1 update but was accidentally reverted during the game update process, resulting in the need to quickly adjust the description between versions 1.1.1 and 1.1.1.1. With this fix, Strider Gloves now function as intended. Additionally, to compensate for this adjustment, the charge has been changed from 3/3 to 2/2, ensuring it remains useful for the many traveler decks that utilized the curio previously.
Other Curios Changes
- Anvil Charm charge changed from 3/3 to 2/2
- Hunter’s Eye charge changed from 3/3 to 2/2.
- Planar Prism charge changed from 3/1 to 4/1.
- Plasma Quartz charge changed from 2/2 to 1/1.
- Ritual Dagger charge changed from 2/2 to 1/1.
- Smoke Bomb charge changed from 2/2 to 1/1.
Glacial Library Boss Fight
- In the Glacial Library boss fight, the center pillars should now be removed when fighting on higher miasma levels. This change was intended to be included in a previous major update but was inadvertently overlooked. It has now been properly implemented.
Player Traps Timing
- All player traps that were not standardized previously now function properly. They will disappear only at the end of combat or after a turn when out of combat.
Disease new Interaction
- Healing while Diseased now removes 1 Disease. This is a interaction exclusive to the Player and described in the Disease card.
Metal Box Consistency
- The metal box from Magma City now properly deals damage similar to crystal gems. The main difference is that metal boxes can also damage the player.
Other Bugfixes
- Warnings no longer interact with other cards and environments in an unintended way. This issue was noticed and fixed immediately after the 1.1.1 release, despite going unreported.
- Champion Nuesh won’t receive Stealth during the Enrage action turn on higher Miasma. This prevents the instant Lure cancellation of the action by the Crowd dealing stealth after it.
- Fling will no longer activate triggers at the final tile of the entity’s movement before the entity receive damage. This change prevents a potential softlock where an entity with 0 HP would fall into a Chasm.
- Hinokami now properly triggers the Crush VFX when crushing an entity during the Dive action.
- Succor targeting during the casting process has been fixed.
- Baleful Shot can no longer target shield effects. The implementation of shields is particularly different from other effects, causing Baleful Shot to not work properly. To prevent bugs and avoid players wasting AP and their effects, Shield cards are no longer selectable to cast. This change is also reflected in the card’s description.
- The trait values of some monsters and cards have been fixed.
- A bug from version 1.1.1, where the Ancient Effigy would land on an already occupied tile, has been promptly fixed following the update.
- Many card previews with small specific inconsistencies have been fixed. This includes issues such as projectiles from a specific distance previewing their arrows in wrong directions, highlights on cards showing entities that should not be hit receiving damage, and more.
- Punt Ogre now properly animates their Lure attack.
- Decorative lava waterfalls in the magma city boss fight are now properly layered.
- Vinethorns will no longer cause the game to softlock when stepped on during the last action point while out of combat.
- Fixed the Frozen Meteor issue were it would summon the prop when casted in tiles occupied by sturdy units.
- Stone Sigil will no longer grant the player infinite immortality if it dies while Diseased or by Petrification.
- Thran Dynamo will no longer overlap entities inside one another in specific situations.
- Numerous inconsistencies and bugs in Shadow Warrior have been addressed and fixed.
- The Tome Shrine Praying secret had a small inconsistency that has been addressed and fixed.
- Demiurge will no longer encounter issues moving entities away from their spawn tile, even if they are sturdy entities.
- Demiurge will no longer lose its movement immunity after attacking itself. Additionally, Demiurge will no longer attack itself with Ancient Pyre.
- Players will no longer remain highlighted after the first monster acted while playing with a controller.
- Aerial Ace will no longer cause issues when targeting a monster over any rooting tile while flying.
- Phantom Throw now features a consistent preview similar to Card Throw.
- Siren and Broodmother targeting has been fixed. They now properly perform their actions as expected.
- Treasure Hunter Hookshot visuals have been fixed.
- Treasure Hunter will no longer cause the game to softlock after Hookshoting next to a door and inadvertently ending the combat before completing the movement.
- Shinespark will no longer crash the game when casted in the direction of a mirror reflecting the player into a wall.
- Ember Sage will no longer die before being able to deal damage when at their last hit point.
- Fixed a bug where players were eventually unable to scroll down when saving too many decks while playing on a controller.
- Many visual bugs related to the Worm have been fixed.
- Reflection should now properly target allies in stealth.
1.1.1.5b:Demon Lord’s ability to summon a Black Hole will no longer cause softlocks when targeting non-prop entities.
1.1.1.5b:Disease now properly discards under specific conditions during healing.
1.1.1.5b:Rift Spark preview has been corrected, no longer displaying a swap that would not occur due to Damage Immunity.
Ver. 1.1.6
Tutorial Mouse Bug
- The issue players were having while playing in the tutorial dungeon in the 1.1.1.6 version earlier should now be fixed. The game version has not changed, but the problem won’t occur if the game is properly updated. We hope everyone can enjoy the patch properly now! Thank you all for your patience.
Monsters and Gizmos Changes & Fixes
- Ember Sage will no longer disappear without dying and possibly softlock the game when performing their action with 1 HP left.
- The Dyna Miasma level change from the previous hotfix, which involved removing the central pillars, caused them to disappear at a Miasma level earlier than intended. Now, they should properly disappear upon reaching Miasma level 3.
- Demiurge will no longer be targetable by spells whose major effect is movement (e.g., Relocate, The Swap, Izuna Drop). However, it will still be targetable by spells that include some sort of pre-action to the movement (e.g., Punt, Denying Palm, Stalagmite, Stalactite), though it won’t move after the pre-actions (e.g., Punt will only deal Melee damage). This change ensures that Demiurge remains immovable, altering its previous method of immovability mechanics, as there were still situations where its permanent root could be removed. Additionally, this update allows players to use such cards on other immovable targets, such as the Dummy from the Dune Dome.
- The worm will no longer land on Reflector tiles.
- Crystal and Green Nautilus received a small polish on their SFX.
- Illusionist special rooms in the Glacial Library (the ones with multiple illusionists that start without combat) will now properly transform Gizmos into illusions when the room is generated. This means that rooms with Golem Antennas or dungeon Gizmos will have more illusions than usual.
- Additionally, Illusionist special rooms now have the illusionists being unmovable, avoiding issues of overlapping entities when swapping the real illusionist with a fake one, and hitting any fake to start combat.
- The Tower Pawn’s HP changed from 2*2 to 1*4.
- The Pawn will no longer disappear without dying when getting onto a promotion tile, fixing this bug that could lead to softlocks.
- VFX and SFX were polished for when the Pawn completes it’s puzzle.
- Catfish will no longer target Fishbait to entities immune to lure, including the player.
- Dealer is no longer immune to charm, returning to the mechanic of dealing purgeable effects to the player if charmed by a Siren.
- Dealer now properly shows a target over the player in their preview.
- The Ancient Effigy now properly increases the mechanics of Miasma when defeated at the Tower. The QA team reported that even if the game’s interface and runes recognized the Miasma changes, the dungeons would not increase Miasma unless the Effigy was defeated in the Tutorial. It is important to remember that Miasma only affects the four cardinal dungeons. The Tower and Misty are not affected, meaning they won’t experience any mid to late-game difficulty changes. Additionally, Bosses only have four stages of Miasma, as the fifth level only applies changes to dungeons special monsters layouts, and corrupted shrines.
- The Innkeeper quest will now properly consider the Ancient Effigy as a boss to kill in his final quest.
Cards Changes & Fixes
- Downpour, Copycat, and Adrenaline now properly count their triggers for quests.
- Blast Stones now preview their radius when casting the card, helping players calculate their areas of damage/effect.
- Headhunt now has the proper range adjusted and previewed as intended. Additionally, to align its value with other Traveler cards with similar rune and rarity, its bonus now is a +5 damage.
- Flamberge phaser now deals 2 Burn for each point of melee damage dealt on the target unit.
- Some VFX for cards mentioned above were polished.
- Some cards received an extra trait or a trait change to better indicate their functionality or to add flavor and better connect to their description.
- Shadow Strike now properly deals the amount of Stealth described on the card.
- Alpha, Beta, and Gamma Star will now trigger their warnings at the start of the Caster’s turn. This change should not significantly affect the cards’ mechanics in most cases, but it aims to simplify the communication of its effects to players through the cards descriptions.
- Some projectile cards still had a deprecated camera function of slightly following the Mouse while casting, they are now corrected and will follow the pattern of having a fixed camera in the center of the Dungeon room.
- Some cards that summon warnings (e.g. Killing Arrow, Avalanche Slam) that still didn’t work out-of-combat now should function properly.
- Killing Arrow warning now has a small visual effect to indicate it will fall in the next round.
- Hook preview received a fix for a specific situations where the player movement simulation wouldn’t work properly.
Dungeons Changes & Fixes
- The Shinobi Puzzle was rolled back in the previous hotfix (.5) to the version before Shuriken changes. Now it should be properly back to the 1.1.1 version considering the new Shuriken teleport range.
- Visual Fix for previews while casting cards over specific interactable tiles (cannon, turn pad, sacrifice, switches, promotion, and reflectors). Tiles would not properly be overlayed by the preview tiles, now it should work properly as other traps.
- Webs will now disappear at the end of combat or when a turn ends while no combat is happening unless they are over Chasms, Magma, or Ice tiles.
- Magma city geysers will no longer trigger when there is a trap over them, behaving like other dungeon traps in the game.
- Rope Shrine VFX received a slight polish.
- Fixed a bug where selecting “no” on the Rope Shrine would trigger it anyway.
- Small changes to the Fishing rooms were made to better position the Broken or Rope Shrines.
- The elevator animations for both leaving and arriving were slightly sped up by a total of a second and a half.
- All Stealth VFX props from all dungeons are now properly indestructible props to avoid confusion about targeted and melee attacks interactions with destructible props.
- Plague Stalker preview has been slightly reworked to better communicate its actions.
- Unknown Being Xuaih will no longer target tiles with other Xuaih during Rain Of Stars attack.
- Monsters that summon warning tiles will now display the warning damage as a splash damage tag during the preview of their action. This was added to help players more easily determine the severity of each attack and evaluate if staying on that tile is a valuable strategy during battle.
- Glacial Library’s stalactite special rooms in the Glacial Library will no longer target gizmo tiles or tiles with enemies, and the number of tiles marked per round has changed from a maximum of 7 to a maximum of 9.
Interface Changes & Fixes
- Some extra text has been added to better communicate specific mechanics. In addition, there were text and grammar fixes in various languages.
- Some missing inspectables were added to facilitate the readability of major UI elements. With this change, all card information screens (Deckbuilder, Booster Opening, Guide, Dungeon Reward/Bag, and Draft Mode) now have tooltips for the rune level of cards and their rarity.
- Booster Open All button now properly displays its text when the first booster is not selected (previously defaulting as a second close button).
- Open Booster now properly scrolls long lists of different boosters. The collision spacing between boosters was widened by a few pixels, making it easier to scroll with the mouse without changing the normal use of the screen.
- Exclamation marks on new boosters now disappear when hovering over instead of when clicking them, while on the Booster Opening screen.
- The game’s camera for non-standard (16:9) resolutions will no longer distort the pixel art. A new custom border was added to embellish most of these resolutions. Vertical resolutions (e.g. 9:16) might still have black borders depending on how you adjust the game’s window.
- The bug where the Boosters tab on the Town’s UI wouldn’t lose the exclamation mark when using the Booster Manipulator is now fixed. Similar issues with this tab should no longer occur.
- A bug where the rune slots would become unselectable when changing from gamepad to mouse controls is now fixed.
- Fixed Arena Flags not properly adjusting their highlights when loading a save from any dungeon.
- Fixed True Ending cutscene problem where beating the game more than once without restarting would cause the first cutscene to be mostly a black screen until the last frame after the second completion.
The Dungeon Drafters version 1.1.1.6 update is now available on Switch. Find more on the game here.