Dungeon Runners 1.0 Update
Dungeon Runners » Devlog
Patch 1.0: ""Release""
Changes
- NEW CLASS: ROGUE
- Role: Damage / Support
- Base Health: 100
- Base Attack: 15
- Attack Speed: 25
- Armor: 10
- Threat: 4
- Passive: On-Hit: The enemy hit loses 50% armor for 4 seconds
- Abilities:
- Shiv
- Deals (250% Attack Damage) to a random enemy (applies On-Hit). Using this ability reduces the remaining cooldowns of Smoke Bomb and Cripple by 2 s.
- Passive: Shiv’s cooldown is reset when another ability is cast
- Smoke Bomb
- Deals 75 (+ 1 / Spell Damage) (+ 5 / Rank) to all enemies, and reduces all incoming damage from them by 10% (+ 5% / Rank) for 15 s
- Cripple
- Deals 100 (+ 2 / Spell Damage) (+ 30 / Rank) True Damage to an enemy, and increases all damage dealt to them by 40% (+ 2% / 5% Potency) for 10 s
- Assassinate
- Instantly kill all enemies under 25% HP and gain 100 Gold (+ 25 for every additional enemy killed past the first)
- Shiv
- Commonly built: Attack Damage, Potency, Cooldown Reduction
- NEW CLASS: SAGE
- Role: Healer
- Base Health: 90
- Base Attack: 25
- Attack Speed: 30
- Armor: 12
- Threat: 3
- Passive: Gain Cooldown Reduction equal to 50% of your Healing Power
- Abilities:
- Mark of the Sage
- Apply Sage’s Mark to an ally for 10 s
- Passive: Sage’s Mark heals an ally 6 HP (+ 1 / 4 Healing Power) every second
- Tend Wounds
- Heal all allies with Sage’s Mark 75 (+ 4 / Healing Power) (+ 10 / Rank) HP
- Enhanced Mark
- Apply Sage’s Mark to an ally and heal them 50 (+ 3 / Healing Power) (+ 5 / Rank). Heal them an additional 30% maximum HP over 10s
- Guardian Spirit
- Give all allies affected by Sage’s Mark 50% resistance for 10 s and re-apply Sage’s Mark
- Mark of the Sage
- Commonly built: Healing Power, Cooldown Reduction, Potency
- NEW CLASS: BLACKSMITH
- Role: Support
- Base Health: 150
- Base Attack: 35
- Attack Speed: 30
- Armor: 25
- Threat: 5
- Passive: The first item at each campfire that would cost below 175g is free
- Abilities:
- Sharpen
- Give all allies + 20 Attack Damage for 15 s
- Scrap Armor
- Give an ally + 30 Armor and + 5 threat for 15 s
- Tinker
- Reduce the remaining cooldowns of an allies basic abilities by 50% of their total cooldowns and give them 20 Energy
- Dwarven Strength
- Give an ally + 40 Armor, + 30 Attack Damage, + 20 Spell Damage and + 50% Potency for 15 s
- Sharpen
- Commonly built: Potency, Cooldown Reduction
General Changes
- Hotkeys added (1-4 selects party member, q-r uses abilities, d+f uses actives)
- You can now view items during battle
- Revival cost set to 75G at all levels
- Potions can now be bought separately from items for 25G
- XP is now linear: all encounters now give close to the same xp
- Spell Damage now scales with level linearly (+ 1 / Level)
- Rerolling now costs 5G less (15G)
- Oneshot Protection: If an enemy attack would reduce a party member's HP from 100% to less than 10%, it stops at 10%. Resistance is bypassed if the damage is more than twice the party member’s maximum HP.
- Overall nerf to gold gained from later encounters, to increase reliance on support gold generation
- New Dungeon: Epic Dungeon
- New Dungeon: Dark Caverns
- NEW ENEMIES:
- Golem: (Late) Sponge with high Armor (Counter with True Damage)
- Goblin Captain: (Mid) Gives allies attack boost periodically (Counter with stuns)
- Necromancer: (Mid-Late) Summons renewable skeletons from bone piles (Counter with AOE)
- Shade: (Late) Gains a resistance buff periodically. Also chooses a low-threat party member and deals periodic damage to them (Counter with burst and peel healing)
- (Secret Final Boss): Not spoiling what it is or the mechanics, figure it out yourself
Balance
Classes
- PRIEST
- “Heal” Cooldown increased from 15s -> 20s
- “Heal” Healing reduced from 75 -> 70
- “Heal” Upgrade scaling decreased from + 15 -> + 5
- “Heal” Healing Power ratio decreased from 2 -> 1
- “Restore” Healing Power ratio decreased from 3 -> 2
- “Restore” Healing reduced from 70 -> 55
- “Restore” Energy cost reduced from 35 -> 30
- “Cure” Healing reduced from 100 -> 90
- “Cure” Healing Power ratio reduced from 5 -> 2
- “Cure” Upgrade scaling decreased from + 25 -> + 10
- “Resurrection” Added: Passive: When Priest takes lethal damage, Resurrection is immediately cast if available
- Healing is being toned wayyyyyy down this patch, so Priest’s stats took a very palpable hit. Enemy damage is reduced to compensate though.
- KNIGHT
- “Fortify” Heal reduced from 50 -> 30
- “Bash” Energy cost increased from 40 -> 45
- BARBARIAN
- “Replenish” Base Healing decreased from 90 -> 80
- “Growth” Healing decreased from 200 -> 100
- ARCHER
- “Quick Shot” Energy cost reduced from 15 -> 5
- “Ice Arrow” Energy cost reduced from 40 -> 30
- “Ice Arrow” and “Poison Arrow” now apply on-hit effects
- “Poison Arrow” Poison True Damage DOT Spell Damage ratio added: + 3 / SD
- Archer no longer has extreme energy problems, and can build cooldown reduction and spell damage as well as the attack damage and attack speed build. There might also be a secret archer build tech that lets you go a certain other role but we’ll see if it’s viable.
- BARD
- Passive: Resting now gives 50G to the party
- “Encore” Attack Speed and Spell Damage buff increased from 15 -> 25
- “Encore” Attack Speed and Spell Damage scaling per level decreased from 5 -> 2 / Rank
- WIZARD
- “Magic Missiles” Energy cost reduced from 40 -> 25
Items
- Cooldown Reduction stat reworked (same as in league of losers only more powerful)
- Wooden Shield
- Health stat removed
- Silver Bow
- Cost decreased form 120 -> 100
- Mystic Hat
- Spell Damage stat removed
- Mystic hat was almost always overshadowed by Ice Wand for the defensive AP item, so it’s transitioning to be the defensive pick for Supports
- Tower Shield
- Armor increased from 10 -> 15
- Timely Stopwatch
- Cooldown reduction increased from 10 -> 15
- Scroll of Flames
- Spell Damage reduced from 10 -> 5
- Crystal Ball
- Cooldown Reduction stat removed
- Adventurers Pouch
- Potency reduced from 40% -> 20%
- Windblade
- Attack Damage increased from 10 -> 25
- Attack Speed increased from 10 -> 20
- Robes of Purity
- Healing Power reduced from 10 -> 5
- Half Plate
- Armor increased from 10 -> 20
- Idol of the Sun
- Healing Power increased from 15 -> 20
- Broadsword
- Armor increased from 5 -> 10
- Inspiring Banner
- Cooldown Reduction stat removed
- NEW: Light Crossbow
- + 7 Attack Damage
- ACTIVE: Deals 100 (+ 3 / Bonus AD) to an enemy (20s)
- Cost: 150
- NEW: Daylight Bracer
- + 7 Armor
- + 4 Threat
- ACTIVE: Stuns all enemies for 3s (30s)
- Cost: 210
- NEW: Horn of Triumph
- + 25% Potency
- ACTIVE: Increases all ally damage by 20% for 15s (40s)
- Cost: 200
- NEW: Mystic Chalice
- + 5 Cooldown Reduction
- + 40 Energy
- ACTIVE: Restore 50 Energy to the ally with the least percent of energy (40s)
- Cost: 190
- NEW: Wand of Destruction
- + 5 Spell Damage
- ACTIVE: Deal 40 (+ 7 / SD) to all enemies (30s)
- Cost: 180
- NEW: Wand of Restoration
- + 5 Healing Power
- ACTIVE: Heal all allies 60 (+ 3 / Healing Power) health (40s)
- Cost: 230
- Active Items are in the game now, press them or use the corresponding hotkey to use the effect
- NEW: Flask of Regeneration
- ACTIVE: Gain 20 HP every second for 15s (Consumable, when another item is equipped this sells for 25G)
- Cost: 60
- NEW: Flask of Energy
- ACTIVE: Gain 20 Energy every second for 20s (Consumable, when another item is equipped this sells for 25G)
- Cost: 60
- NEW: Flask of Power
- ACTIVE: Gain 20 Spell Damage and 30 Attack Damage for 20s (Consumable, when another item is equipped this sells for 25G)
- Cost: 60
- NEW: Flask of Iron
- ACTIVE: Gain 40 Armor and 5 threat for 20s (Consumable, when another item is equipped this sells for 25G)
- Cost: 60
- NEW: Flask of Giving
- ACTIVE: Gain 15 Healing Power for 20s (Consumable, when another item is equipped this sells for 25G)
- Cost: 60
- Flasks are meant to give players some utility early/mid game, and players can focus more on combo builds with them.
- NEW: Thunderstruck Pauldrons
- + 25 Armor
- + 3 Threat
- Passive: Whenever the wearer takes damage, restore 3 Energy
- Cost: 220
- NEW: Deerbone Necklace
- + 12 Healing Power
- + 60% Potency
- Cost: 250
- NEW: The Statstick
- + 12 Healing Power
- + 15 Armor
- + 75 HP
- + 50% Potency
- + 15 Attack Damage
- + 7 Spell Damage
- + 5 Cooldown Reduction
- + 30 Energy
- + 1 Threat
- + 10 Attack Speed
- Cost: 500
- A very funny item has been added. Does it have good enough stats for the cost to be worth it? We’ll just have to see who people use it on.
- NEW: Comically Large Knife
- + 50 Attack Damage
- Cost: 250
Files
Dungeon_Runners_1.0.zip Play in browser
Mar 19, 2022
Dungeon_Runners_1.0_Windows.zip 35 MB
Mar 19, 2022
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Dungeon Runners
Its definatly a game
Status | In development |
Author | Lurv |
Genre | Strategy |
Languages | English |
More posts
- Update 1.1 Patch NotesApr 27, 2022
- Patch 0.1.1May 31, 2021
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