Update 1.1 Patch Notes


Changes

  • NEW CLASS: Paladin
    • Role: Tank / Healer
    • Base Health: 200
    • Base Attack: 40
    • Attack Speed: 20
    • Armor: 20
    • Threat: 6
    • Passive: When Paladin upgrades an ability, the energy cost is reduced by 25%
    • Abilities:
      • Q: Lay on Hands
        • Heals an ally for 65 (+ 3 / HP) Health
      • W: Divine Blessing
        • Gain 30% Resistance for 10s and 8 Threat for 25s
      • E: Smite
        • Deal 2% Max HP true damage to an enemy
      • R: Patrons’ Will
        • Gain 5 Cooldown Reduction and 7 Energy Regeneration per second for 30s
    • Commonly built: Armor, Healing Power, Health
  • Volume Slider fixed between runs
  • Added: Item list in the info section

Balance

Classes

  • ARCHER REWORK
    • E changed to: 
      • (Piercing Shots) Gain 7 (+ 1 / 4 Spell Damage) ( + 1 / 5 Bonus Attack Damage) Damage On-Hit for 15s
    • R changed to:
      • Archer’s attacks affect all enemies for 25s
    • Attack Damage increased from 35 -> 45
    • Archer now leans more towards early game rather than late game and has adequate ad and ap scalings that can be comboed more effectively. Archer’s Ult is now used much more situationally, and Archer no longer has any utility. 
  • Wizard
    • Passive now gives a potion every fight
    • E Upgrade scaling reduced from 50 -> 25
    • E Spell Damage scaling reduced from 15 -> 5
    • R Damage reduced from 450 -> 350
    • R Upgrade scaling reduced from 50 -> 25
    • R Spell Damage scaling reduced from 15 -> 5
    • Wizard + Bard was the clear top dps team last patch, so their damage and enemy health are getting nerfed to make way for other comps
  • Bard
    • Q Energy Regeneration per Upgrade decreased from 5 -> 3
    • W Spell Damage and Attack Speed buff decreased from 25 -> 20
    • E Energy cost decreased from 50 -> 35
    • Attack Damage increased from 35 -> 45
    • Hp increased from 130 -> 150
  • Barbarian
    • Q base healing decreased 80 -> 65
    • Attack Speed increased from 25 -> 40
    • E Cooldown increased from 45s -> 55s
    • Barbarian kicked ass early game last patch, and still managed to keep up with Knight’s scaling. I’ve decided to reduce the onslaught of healing while still keeping Barbarian’s early game and Max Hp scaling intact
  • Knight
    • Attack Speed increased from 15 -> 30
    • Attack Damage increased from 30 -> 35
    • E Cost decreased from 45 -> 30
  • Priest
    • Attack Damage increased from 12 -> 35
    • Hp increased from 110 -> 125
  • Sage
    • Attack Damage increased from 17 -> 25
    • Hp increased from 90 -> 110
  • Blacksmith
    • Hp increased from 150 -> 175
    • Q Attack Damage buff decreased from 20 -> 15
    • Q Attack Damage scaling decreased from 5 -> 3
    • W Armor Upgrade scaling decreased from 10 -> 5
    • Bug Fix: Tinker now correctly scales with the target’s Cooldown Reduction
  • Rogue
    • Passive Armor shred changed from 50% -> 35% (+ 1% / 2% Potency)
    • Attack Damage decreased from 15 -> 12
    • Q Now applies On-Hit effects twice
    • E Damage reduced from 100 -> 50
    • E Damage per Upgrade reduced from 30 -> 10
    • Support Rogue has been coming out on top against Damage Rogue, so Damage is getting a little push while still letting Support do its thing

Enemies

  • Late game encounters HP nerfed across the board
  • “Fuck you” encounter nerfed
  • Shade’s “Nightstare” now counts as a debuff and can be cured with Priest E
  • Final boss slightly nerfed
  • Early game encounters slightly buffed

Items

  • Alchemists Brew
    • Price decreased from 100 -> 75
  • Scroll of Flames
    • Damage now scales off of duration of effect: “Whenever you inflict a status effect on an enemy, deal 10 (+ 5 / second of the duration) damage to them”
  • Comically Large Knife
    • Attack Damage decreased from 50 -> 45
  • Wooden Shield
    • Added: + 30 HP
    • Price decreased from 70 -> 60
  • Leather Tunic
    • Price decreased from 55 -> 45
    • Energy increased from 20 -> 30
  • Bracelet of Healing
    • Added: + 20 HP
  • Rusty Sword
    • Attack Damage increased from 10 -> 15
  • Silver Bow
    • Price decreased from 100 -> 80
  • NEW: Benson’s Belt
    • + 5 Healing Power
    • Passive: Whenever the wearer uses an ability, heal the most wounded ally proportional to the amount of Energy used (+ 1 HP / Energy used)
    • Cost: 150
  • NEW: Sir Edmund’s Bow
    • + 10 Attack Speed
    • On-Hit: The wearer has a 10% chance to deal 200 Damage and apply other On-Hit effects an additional 4 times
    • Cost: 150
  • NEW: Choi’s Dagger
    • + 30 Energy
    • On-Hit: All basic ability cooldowns are reduced by 0.5s
    • Cost: 150
  • NEW: Jesse’s Cap
    • + 7 Spell Damage
    • Passive: Convert all Spell Damage into Healing Power
    • Cost: 160
  • NEW: Krieg’s Gauntlets
    • + 50 HP
    • + 2 Threat
    • + 10 Attack Speed
    • Passive: Convert Bonus Attack Damage into Armor
    • On-Hit: Deal Damage equal to Armor
    • Cost: 220
    • The maximum armor you can have is now 126 lol i did the math
  • NEW: Gavin’s Flare
    • + 10 Spell Damage
    • + 5 Cooldown Reduction
    • Passive: Damaging Abilities now apply On-Hit effects
    • Cost: 175
  • NEW: Nightwing Cloak
    • + 50 HP
    • + 5 Cooldown Reduction
    • + 35 Energy
    • - 2 Threat
    • Passive: When the wearer would take lethal damage, prevent it (15s)
    • Cost: 175
  • NEW: Warrior Greaves
    • + 80 HP
    • + 10 Armor
    • + 10 Attack Speed
    • + 20 Attack Damage
    • ACTIVE: Gain 20 Threat for 15s (50s)
    • Cost: 210
  • NEW: Spellblade Fragment
    • + 10 Spell Damage
    • Whenever the wearer uses an ability, gain On-Hit: Deal an extra 40 Damage (+ 2 / Spell Damage) on their next attack
    • Cost: 270
  • NEW: Vester’s Hammer
    • + 40% Potency
    • Passive: All party members gain + 15 Armor
    • Cost: 140
  • NEW: Explorer’s Sash
    • Passive: Gain + 20 XP more from encounters
    • Cost: 65

Files

Dungeon_Runners_1.01_Webgl.zip 18 MB
Mar 19, 2022
Build 1.1.zip Play in browser
Apr 27, 2022

Get Dungeon Runners

Leave a comment

Log in with itch.io to leave a comment.