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Dome Keeper News

A Keeper's Duty: Patch #4

[h2]Hey Keepers,[/h2]
It seems we are reaching more stable territorry now, with the fix and change list becoming shorter. Thank you all for the plentiful reports!
I was pushing this forward really quickly because i'm trying to take a few days off this week, before Gamescom madness starts. So if i'm replying less you'll know why, but i'll read everything eventually and keep my eyes open for critical bugs.

Here is what's new for v4.0.4:
[h2]Balance and Changes[/h2]
  • added frames around icons for damage dealt statistic
  • now differentiating between tesla quick shot, orbs and normal damage in damage dealt statistic
  • anti stall is now disabled for defective weapon assignment
  • added auto cannon to list of damage dealt entries
  • auto cannon will only lead shots where appropriate and better deal with ticks


[h2]Bugfixes[/h2]
  • fixed mining summary popup being behind run finished popup
  • fixed tech tree popup overlaying HUD with health bar
  • fixed potential crash when having no pet selected in loadout
  • fixed battle zooming in when anti stall was triggered, even though there were still monsters around
  • fixed probe restoring charges on reloading


Thank you again for playing

A Keeper's Duty: Patch #3

[h2]Hey Keepers,[/h2]
thank you so much for your feedback. I hope you can see that we really value that.
You might have noticed the fast patch pace. It's the weekend, no QA works at the moment. This means i can fix a lot of stuff, but also some things that i break are not caught before they reach you. So i really appreciate your plentiful bug reports. I'm around :)

Two big things are in this patch:
  1. assignment challenge mode is easier now, closer to what it was on v4.0.0
  2. fonts are not blurry anymore


Here is what's new for v4.0.3:
[h2]Balance and Changes[/h2]
  • challenge assignments are back to "brutal" difficulty from "YAFI". The impact was too high. Feedback appreciated!
  • lowered assignment difficulty on some assignments
  • lowered final wave strength for most assignments
  • fonts should generally not be blurry anymore
  • changed anti stall mechanic. Instead of restarting the wave, the countdown to the next one will begin.
  • battle grid drones will now spawn even if bought during battle
  • drones can now pick up resources from converter and are a bit hardened against drops that are at invalid positions


[h2]Bugfixes[/h2]
  • fixed shopping bag achievement not triggering
  • fixed repellents toxic fumes not dealing damage any more
  • fixed converter achievement not triggering when automated conversion is used
  • fixed primary weapon tech tree being available even when no primary weapon is installed in the dome
  • actually fixed converter not behaving well with 0.5 iron input
  • wave meter now properly initialises if there is a wave delay ongoing


Thank you again for playing

A Keeper's Duty: Patch #2

[h2]Hey Keepers,[/h2]
thank you for the plentiful reports. I pushed a lot today and was able to at least catch up with the bug reports and make a lot of fixes. This is basically a hotfix, so i need to rely on you a bit for feedback again, if i broke anything with the patch. Can definitely happen, but i can fix it quickly :)

I investigated a bit and found many nodes that were not properly cleaned up, similar to a memory leak. This could greatly impact performance over time (but would reset on reload).
Buzz saw was broken, not taking the supplement and vanishing on reload. That's fixed now.
Lastly, Tesla orbs were messed up. Instead of doing 25 damage, they did base damage * 2500%. This meant a ton of damage, but also that they vanished immediately. This is fixed now.


Here is what's new for v4.0.2:
[h2]Balance and Changes[/h2]
  • fixed many nodes not being cleaned up properly, which could lead to really bad performance over time
  • chosen difficulty is now remembered per assignment
  • converter now spits out resources more slowly, gives them an impulse and makes them float so they don't drop down into the mine
  • dome resurrection will now trigger before auto repair
  • invulnerability from dome resurrection now shows proper effect
  • improved minimap colors for resources in remote station
  • made resource teleportation via teleporter quicker
  • added resource teleportation cooldown to upgrade stats
  • made hornet pause a less long mid air, when flying towards the dome
  • improved layout of upgrade icons and numbers in damage dealt statistic
  • removed bolter from projectile hell, removed breeder from heavy hitter assignment


[h2]Bugfixes[/h2]
  • fixed chainsaw going missing on reload
  • fixed tesla orbs accidentally doing way too much damage
  • fixed breeder immensely lowering the difficulty of a wave by limiting how many monsters can spawn
  • fixed egg not hatching if it was not visible on screen for long enough
  • fixed modloader exception when disable_all_mods is called when transitioning to godot4
  • iron worms now account for shortened cycles in prestige
  • fixed options always showing game options instead of last shown category
  • fixed bug in cave tree seed when destroying tile it was rooting
  • fixed issue when picking up cave bomb as assessor
  • fixed resource teleportation not working for assessor bundles
  • fixed battle drone release sound playing on master bus, ignoring all sound settings
  • fixed iron worms bugging out when the tile they are attaching to is destroyed
  • fixed damage statistics not being scrollable with controller
  • fixed water from water cave not spawning at the right position
  • fixed water cave having graphical error when moving far to the sides
  • fixed crash in loadout when fighting monsters
  • fixed bug with saving probe markers
  • fixed side driller behaviour when in combat and when paused
  • fixed hornet stabbing the dome from a distance if it was stunned on the last leg of its flight
  • improved hitbox of phaser to play nicer with laser dome
  • iron worm cage won't attach to tiles if it is carried
  • improved shield position on arty dome
  • fixed relic hunt run without monsters not ending properly on relic retrieval



Have you seen this awesome assessor artwork?

Thank you again for playing

A Keeper's Duty: Patch #1

[h2]Hey Keepers,[/h2]
it has been great to see how many of you are enjoying the new update! I'm constantly reading your feedback and bug reports and try my best to keep up, which i can't quite manage yet. I do read everything over time though, even if don't immediately respond, and we take everything into our bug tracking.

If you have feedback on the difficulty, please provide some details what you were playing and what you struggled with. Especially if you play assignments it is crucial to know which one you played and if it was regular or challenge. I'll continuously tweak the balance according to your feedback.

Can you spot the change with the iron and water tiles?

Here is what's new for v4.0.1:
[h2]Balance and Changes[/h2]
  • made final wave harder again
  • added additional resource sprites
  • rebalanced how fast monsters can spawn after each other during one wave and made it faster for high difficulties
  • battle drones now show up as damage source
  • improved stall detection
  • cascading impact will now only affect rock tiles, no resources
  • increased iron worm cost slightly, removed prolonged production time for meticulous worms
  • assessor bundles try to stay together a bit more when flying on their own
  • fixed cave seed not growing into a small tree if not visible on screen
  • water and iron cave now do not produce when game is paused. Water has up to 3 water now.
  • multiplayerloadout will auto persist meta state on changes
  • Intensive treatment upgrade of converter is now much faster
  • chosen assignment is now displayed in tech tree
  • tesla orbs stats are a fixed value instead of being a percentage of shot damage now
  • if multiple monsters are inside a tesla orb, damage is spread across all monsters but stun applies fully
  • made loadout part of the loadout mine a bit nicer
  • delivery assignments do not have repeatable upgrades now, but one big  upgrade
  • made drone speed upgrades a bit more expensive and quick drones have fewer shots
  • shockwave hammer supplement damage is now a modifier on the base damage, to avoid having a tiny hammer supplemented with great damage and low cooldown
  • halved how fast squidley would gain speed
  • small performance increase
  • improved many sounds
  • added missing icons, fixed some icon sizes, improved some icons
  • increased battle drone range
  • less health for bloater
  • added pause as an option to keybindings
  • assessor doesn't ignore the increased tile health in the dense iron assignment any more


[h2]Bugfixes[/h2]
  • fixed central marker not visible for assessor if bought via upgrade
  • fixed crash that could happen when using resource packe
  • larger mine area in mode config to compensate languages with long texts
  • fixed telemetry popup not having focus on a button
  • fixed exploit with manually mining tiles that are currently being mined by iron worms
  • fixed scrap repair not being purchasable
  • fixed accidentally offering to shred to 3 cobalt instead of 2, if three gadgets were offered
  • fixed iron worms not showing up correctly in timelapse
  • fixed intro music restarting when switching scenes while looping part plays
  • fixed generation of split spheres not set correctly for one of the children, resulting in cascading impact working accidentally on child spheres
  • removed old rotational mining code that was causing 4 fixed pixels on the assessor
  • fixed conversion with 0.5 iron not working correctly (should consume one iron)
  • name for fixed cobalt mode is back
  • hardened loadout against non-existant keeper skins, so it won't crash if an old skin from a mod is persisted
  • fixed shopping bag achievement triggering when using remote station
  • fixed minimap rendering resource drops wrongly
  • fixed local not switching completely when changing language in loadout stage
  • fixed cheat detection limits not fitting provocation
  • fixed unbreakable rock in loadout
  • added missing patch notes for v4.0
  • fixed bloater not actually shrinking faster if no monsters were around
  • fixed resource teleportation being audible in the whole world
  • fixed artillery station visual error on exitting station
  • packed drop will now also properly shred and shrink
  • fixed wrong message in assignments about possibly getting another badge if beating challenge mode without having played regular mode


Thank you again for playing

Dome Keeper just got a massive update that ups replayability and helps generate better worlds

Katharine (RPS in peace) thought Dome Keeper's blend of tower defence and mining was both "meditative" and "perfectly formed" in her review. So it comes as great news, then, that the devs have somehow taken that perfect dome, expanded it and polished it to an even greater sheen. We're talking about new guild assignments, new gadgets, better world generation, a new world, new monsters. The list is enormous and designed expressly around improved replayability - take that, Las Vegas Dome.


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