Patch v0.31.0

Oath Eternal Playtest · published

This release expands the raid loop with larger, more varied procedural dungeons, alternative extraction routes, and random encounters. It also ships verified layouts for faster, more consistent loading.

HIGH-LEVEL CHANGES:

  • Reworked procedural dungeons to reduce backtracking and dead-ends while improving the variety of openings, room patterns, and routes.

  • Dungeons are now approximately 20% larger and less predictable, better matching the 15-minute raid timer.

  • Added new optional extraction types and new random encounters throughout the generated dungeons.

  • Built a new layout generator and validator which runs during development. Clients now load pre-approved layouts instead of randomly generating layouts from seeds at runtime.

PLAYER CHANGES:

  • Fixed a bug which caused the Steel Nerves passive skill to not update the character sheet in real time.

ENEMIES AND COMBAT:

  • Experimental change: you can now leave a boss room after entering, without killing the boss. Doing so will reset the boss to its initial state, resetting the fight. If you aren't strong enough to face a boss, find another extraction point and try again later.

  • Increased the HP of most boss enemies.

  • Fixed a bug which caused challenge rooms in Elite mode to spawn non-Elite enemies.

LEVEL GENERATION:

  • Replaced runtime dungeon generation with verified layouts bundled with the game. Each generated level now has 50 validated layouts (up from 30), for 150 combinations in total (up from 90).

  • Increased the variety of dungeon layouts, starting areas, and branch connections while reducing long unbranching corridors, backtracking, and dead ends.

  • Added five new random encounter types to generated levels. At least two of these will appear in every raid.

  • Added four new extraction options to generated levels. At least two of these will appear in every raid.

  • Activating one teleporter now activates the entire teleporter network, reveals the network on the minimap, and leaves the portals open for repeated travel.

  • A teleporter is now guaranteed to spawn near the boss room in generated levels.

  • Finding the Golden Door before the Golden Key now reveals the location of the Golden Key carrier on your minimap.

  • Picking up a Golden Key now immediately opens a portal to the teleporter near the Golden Door.

  • Added non-portal secret rooms and improved secret-room placement using distance from the start, boss, and critical path.

  • Puzzles and Challenges are now treated as secret rooms.

  • Removed the previous "secret extraction" room.

ITEMIZATION:

  • Reworked enchantment affix pools, adding outcomes such as Armor, Evasion, Arcane Barrier, Move Speed, Experience Gain, Cooldown Reduction, and HP Regen.

  • The Armorer now sells Rope for 250 Gold.

  • The Jeweler now sells Cryptic Keys for 250 Gold.

  • Disabled the generation-impacting affixes of the Relic of Pathfinding and the Relic of Exploration. These will be revisited in a later update.

UI AND MENU SYSTEMS:

  • Added a minimap legend explaining the colors for spawns, locked doors, bosses, secret rooms, teleporters, and extraction points.

  • Added a distinct minimap color for special rooms, such as secret rooms or random encounters.

ART, SOUND, AND MUSIC:

  • Shrine bonuses now have an "appear" animation instead of instantly appearing.

  • Fixed a bug which caused boss music to start or stop at the wrong time.

MISCELLANEOUS, PERFORMANCE, AND BUG FIXES:

  • Reduced loading time by using bundled dungeon layouts instead of generating the layout repeatedly at runtime.

  • Improved several text descriptions for items and quests.

  • Fixed a bug which attached the wrong link to the Report a Bug button in the main menu.