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v2.4.3 Patch for Springloaded

[h2]Greetings, Keepers! [/h2]
We have a very small patch for you today, containing some adjustments made on how the run modifiers are unlocked as well as a few other small fixes that should make the game more enjoyable. Full list below!

[h3] Changelog V2.4.3[/h3]
    Run modifiers for Relic Hunt will now unlock one by one. Each time you win Relic Hunt and have two or less other new things unlocked, a run modifier will unlock too
    Double Iron Mode now gives a bit more iron and also more water
    Fixed countdown variant in prestige not always being unlocked by default
  • Flames in the Blast Mining station now show up in an exponential time, which gives better feedback as to when the next bomb is ready
  • Relic bomb will now again kill monsters that are not actually hittable
  • Fixed prestige showing nan when the score is negative
  • Mouse is now fully functional for choosing a gadget


Throwing in a big screenshot this time :D
Not actually coop, despite two keepers being there. Screenshots were stitched together.

That’s all for now. As always, have fun and please let us know if you experience any issues though the official Discord: bippinbits - Dome Keeper.

Patch for Springloaded

[h2]Hello Keepers[/h2]
again thank you for all the reports in the forums and on Discord! Thanks to that we can deliver a patch today, fixing a few issues.

We'll wait a bit longer for your feedback regarding the balancing. One thing that made us very happy to see was how well mixed the prestige scores were. In endless, we are seeing both domes and all primary gadgets in the top score, yay! :)

[h3]Changelog v2.4.2[/h3]
    fixed repellent delay achievement not triggering
    fixed crash when assessor shoots bundle into resource teleporting teleporter
    fixed drillbert sometimes staying scared after wave was over
  • implemented limit on number of times a repeatable upgrade can be bought. This is set now for the Spire upgrade that would eventually become a negative.
  • not showing lock icon for upgrades that have multiple predecessors, but only need one to unlock. A bit cleaner this way.
  • fixed autoheal crashing the game when playing fixed cobalt
  • added sound to auto heal and impact recuperation
  • not spawning punisher monsters in automation mode anymore


I like to throw in something fun from time to time, and here i want to show you how Anne sketched Drillbert initially.

Drillbert i actually thought of as "Drillbot", a robot that can drill. But Anne loves animals and had the great idea to make it into something much more likeable. So she sketched some animals - one like a dinosaur, one mole and an octopus. We both liked the Drillosaur best, who'd later be named Drillbert of course. In the code it is still called Drillbot by the way.
This also worked so well with the "station" that Drillbot needed. Instead of fuel you'd bring treats to it, which again feels much nicer in a way.
On the top left you can see some experiments as to how it would look like when carried. Can you spot the sketch that was picked and worked into what is ingame now?

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As always Should you encounter any bugs/issues while playing, please visit our support desk where someone can assist you https://rawfury.atlassian.net/servicedesk/customer/portal/1
We are of course also active on the forums and our Discord.

[h2]Have fun :)[/h2]

Hotfix for Springloaded

[h2]Hello Keepers[/h2]
thank you so much for your feedback and first bug reports! We've been busy listening yesterday, and already fixed what we could.

One big fix is for the time between waves. This one has been around for long but went unnoticed by us. The original goal was for the easier difficulties to have more time between waves, and YAFI be the same as brutal, which is our baseline for everything. But actually the easier difficulties had the same time as brutal, and YAFI 36s instead of 60s initially. So it was the other way round. The 24s less for YAFI also were constant, and didn't depend on the cycle length.

With this version, the timing is affected by the difficulty like this:
  • normal 20% more time between waves
  • hard 10% more time between waves
  • brutal remains the same, 60s initially
  • yafi 20% less time between waves


[h3]Changelog Hotfix v2.4.1[/h3]
  • fixed cheat detection marking runs on fixed cobalt cheated if they lasted above 20 cycles
  • fixed time between waves not being correctly influenced by difficulty
  • fixed diver not dying when hit with repellent's toxic fumes
  • fixed maze and long cycles not working together
  • added back strong repair for fixed cobalt mode, was missing by accident (50% heal instead of 15%)
  • implemented workaround to fix invisible relic switch chambers (long standing rare bug) that prevented finished a relic hunt run
  • spire burst now has 6s recharge time instead of 8s


We do expect that we'll have a balancing patch next week, depending on your feedback. So if you have feedback on the battle abilities or the new gadgets especially, please let us know :)

As always Should you encounter any bugs/issues while playing, please visit our support desk where someone can assist you https://rawfury.atlassian.net/servicedesk/customer/portal/1
We are of course also active on the forums and our Discord.

[h2]Have fun :)[/h2]

v2.4 “Springloaded” Update out now and Prestige Season 3 Starts

Greetings Keepers! Update 2.4 is HERE, and it is packed with goodies for all of your domekeeping needs! The free 2.4 “Springloaded” update brings three completely new gadgets to add to your arsenal: the Spire, the Autocannon and the Prospection Meter as well as multiple reworks and updates to existing ones. On top of that, the update introduces tons of new quality of life and game balance improvements to the game. Dome keeping has never felt so good before, that’s a promise!

[previewyoutube][/previewyoutube]

We’ve been teasing that update for a long enough time in our previous posts, so we’ll cut to the chase: you will find below the full patch notes to get all the details on everything new featured in the 2.4 “Springloaded” update:

[h3]Changelog v2.4[/h3]
GADGETS
  • Added a defensive gadget called “Spire”, which can deal well with monster projectiles
  • Added an offensive gadget called “Autocannon”, which behaves like the stun laser but is all about dealing damage
  • Added a mining gadget called “Prospection Meter”, which displays the distance to the nearest resources
  • Probe can now detect caves and chambers
  • All primary gadgets got rebalanced, especially their battle abilities
    • Orchard shield and roots now persist between waves
    • Shield got more hp and reflection and electro blast got big buffs
    • Repellent wither now does not flat out reduce HP from all monsters, but makes monsters take much more damage while it lasts
  • Drillbert and Drilliam are now much better at drilling and the upgrade branch is now changed slightly
  • Added an upgrade for Drillbert which shows you the direction to Drillbert, when carrying a treat
  • Drillbert is now scared when monsters come instead of going to sleep, to better show the difference between the two states
  • Added slot visualisation for gadgets, so that you can see where each gadget goes upfront. You usually can only use one gadget per slot (so no stun laser and auto cannon together)
  • Added an upgrade to the Teleporter, to be able to teleport with a lot of carryables (like blast mines or Drillbert treats)
  • Rebalanced converter upgrades and conversions to offer more useful options
  • Reworked and improved the stun laser with a lot of new upgrades. Removed the damage option as this is now Autocannons job
  • lift orbs now always cost 1 water and 1 iron, and never increase in cost
PRESTIGE & RELIC HUNT
  • Added two new run modifiers: ‘HUD’ and ‘Automation’
  • Countdown is now the default mode for prestige. The old standard mode is now called “endless”.
  • Changed prestige difficulty to not take collected resources or gadgets into account at all
  • Rebalanced relic hunt difficulty slightly, so amount of collected resources factors in less
  • Cobalt upgrades now increase in cost in prestige countdown, so that it won’t stretch the run for too long
SWORD DOME
  • Added additional stab damage to most of the sword blade upgrades, so upgrading the blade has a stronger positive impact on the stab
  • Improved Javelin visuals and feel
  • Increased Javelin damage
  • Buffed impact recuperation
  • Increased slice damage for all blade upgrades
  • Increased base health and additional health points from upgrades
QUALITY OF LIFE
  • Domes now have an auto heal upgrade, that will heal the dome if it is about to be destroyed but you still have cobalt
  • Domes now have a wave warner upgrade, that will let you know when it’s about time to head back to the dome because a wave approaches
  • Domes now have an upgrade that shows you the shortest way back to the dome. The shortest might not always be the fastest, but you can’t get lost this way
  • Added telemetry, which helps us balance the game and focus on the things that will improve it the most. Telemetry means capturing some in-game events and sending them to us, so we can better understand how you play. For example, we can see how often each upgrade is bought, and thus can buff upgrades that are rarely used
  • Added the option to manually choose gamepad icons in-menu (Xbox, PlayStation, Nintendo). Controllers are often detected as generic devices, so your operating system cannot detect that it is a PS4 controller, for example - and thus not automatically pick the right icons
FIXES
  • To avoid unwanted relic bomb triggers in relic hunt, it will will only launch when hp reaches zero, and won’t trigger if auto repair can still happen
  • Fixed enemies staying stunned for the whole duration of repellents slowdown abilities, after going into full stun once
  • Fixed scarab sometimes surviving the relic bomb like a badass
  • Fixed worm rock not properly being removed after being blocked with sword
  • Fixed key hints for use key binding always showing E, irrespective of actual binding
  • Fixed some glyphs not updating to changed keybindings without reloading the game
  • Fixed numbers in tech tree being unpleasantly offset for languages with non-western fonts
  • Added more stats to the leaderboard submission to help with cheat detection
  • Fixed scanner cave not revealing first biome
  • Gadget drop will not get resources stuck anymore, if you deliver it to the dome with a lot of resources
  • Fixed gadget chamber not opening after reload, if game was saved while it was opening
  • Fixed big tick not properly playing its explosion sound when hitting the dome
  • Fixed Drillbert treat turning invisible when Drilliam is unlocked
  • Orchard shield now dissolves when dome is destroyed
  • Invulnerable monsters will not be affected by any stun or damage ability (caused various issues like big ticks being invulnerable because they were stunned underground by repellents paralysis)
  • For shield, fixed additional battle ability duration not being added after overcharging but depleting the overcharge part of the shield
  • Fixed shield gadget reflection ability not catching some projectiles reliably
  • Fixed beast animation getting messed up when stunned while jumping onto the dome
  • Critter worms will now vanish if their tile is destroyed
  • Tree seeds will also grow if they were about to root on a tile that then gets destroyed
  • Probe impulse and marker now properly react to game pause and persists in the game save
  • Fixed the big input icon in the pause menu not immediately switching, if input method was changed
  • Drillbert treat will now better catch up with Drillbert, if he’s speeding past it
  • Fixed language select panel in some locales never setting focus to language buttons, being unable to switch the language without the mouse
  • Fixed repeatable upgrades not marking resource cost as red, when it would be too expensive
  • Fixed save getting broken if saving after sword dome impact recuperation triggered
  • Fixed gadget choice popup sometimes staying outside of screen, if multiple gadgets are brought to the dome simultaneously
  • Fixed pet duplicating on reload when one hatched from an egg and one was brought with you
  • Triggers can now be properly bound to actions
  • Fixed faulty animation of diver when it hits the dome while the dome is invulnerable
  • Fixed sword pad still reflecting projectiles after dome got destroyed
  • Fixed shield hud not updating battle ability display when wave ends
MINOR CHANGES
  • Slightly better carry capability of engineers first carry upgrade
  • Orchard now shows additional battle ability use from overcharge in HUD too
  • Reduced driller damage by 20%
  • Slightly reduced lasers stun capability
  • Last health upgrade of laser dome increases health less, but is also cheaper


We hope you’ll enjoy this new update, Keepers! If you run into any issues, please let us know in the Official Dome Keeper Discord Server or by reaching out to Raw Fury Support. Now get out there and keep digging!

Dome Keeper 2.4 "Springloaded" Update Coming Tue., March 7!

The Guild Council is excited to announce that the 2.4 “Springloaded” Update is in final testing and will roll out for all Keepers on Tuesday, March 7th. Along with the new gadgets and improvements revealed in our earlier posts, we’ve got one more thing to share. With a couple big changes, this update brings us to Prestige Mode season 3!

To start with, Countdown becomes the default mode, and the old standard mode has been renamed “Endless.” This makes prestige points a relevant resource sink from the start. We aim for Prestige to be a fundamentally different experience from Relic Hunt. In the current model, players mined to max upgrades first as they would in Relic Hunt and then go for prestige points. This also led to high scores being a function of endurance for runs lasting several hours. Countdown generates tough decisions on resource spending and risk taking to get a better score.



We also removed collected resources and gadgets contributing to the difficulty in prestige. For a competitive mode, this was not having the intended effect. Starting with Season 3, difficulty scales up solely on the passed number of waves. We are excited to see the impact on the meta from this change combined with the new gadgets and other rebalancing steps. We will know it is working if we see more than repellent with wither on every top score.

Good player telemetry information will be super valuable to improve the balancing across the board, be it upgrade costs, monster strengths or battle abilities.

We’ve had a great time working on this update, and by that, I mean playing it on the daily. There are also a lot of little touches in there we think you will appreciate. We hope you enjoy it too. Now back to work, where we are already into development on the next update.