Dungeonbound · published
Dungeonbound v0.1.50: Potions, Runes & Late Game
New
- New roguelike hero: Jeiku, a lucky gambler with six katanas and twelve items found only by him.
- Runes are reworked: 2×2 squares that power the item covering most of them, with 36 new runes. The Codex has new Runes and Gems tabs.
- Potions never break. They refill every battle, and rarer potions are bigger and stronger (Rare 1×3, Epic 2×2, Legendary and Alchemist-only 2×3).
- Fuse a potion into any item at the forge. The item keeps everything it does and gains the potion's effect, with Ammo that refills every battle.
- The Gambler's forge now takes potions, and the upgrade altar and Gambler's forge can be reused for Gold.
- Six new shields
- New options: Graphics Quality,
- Your Steam friends list shows your mode, floor and hero.
Changes
- Gems have no limit in the campaign
- Forged items grow every stat as they level, keep both parents' curses, and a bow always keeps its arrows.
- Mirror of Echoes nerf.
- Multicast now counts from every source and is shown on item pills.
- The Alchemist throws her flask, and her cauldron only appears when you hold at least two real potions.
- Big tooltip and HP numbers are shortened. The battle log puts the enemy's lines on a red band.
- Co-op keeps a saved climb for each team, and a player who quits can be replaced by a bot.
Balance
- Fatigue starts at 60 seconds.
- Relic, shield, necklace and hero pass.
- Terror now hits the bearer every attack, and Freeze lowers Dodge.
- Lodestone Heart gives +5% Block per Earth item.
- Speed now follows a curve: it keeps helping deep into a run but can never reach an instant attack.
Fixes
- Curse styling is kept on forged items. Cursing an item again no longer multiplies its stats.
- Fixed a hang on boards with huge Speed, and status effects are lighter on performance.
- Many co-op fixes: rejoining, guest Mana and damage totals, and teams stuck at gates.
- Plus many more fixes from your bug reports. Thank you!