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Dungeonborne News

Early Access Hotfix - August 1, 2024

This is a live update, players already logged in will not be affected. Please exit the game and update your client to the latest version. We apologize for any inconvenience this may cause.

[h3]Bug Fixes[/h3]
- Fixed an issue that caused in-game stutters, this issue was introduced after the July 31 patch

Hardcore Steam RPG Dungeonborne is getting DDoS attacks "every day"

A combination between old-school dungeon crawler, Escape From Tarkov-esque extraction shooter, and fantasy RPG, Dungeonborne is one of the most compelling new co-op games on Steam right now. Grounded and tough like Dark and Darker, it's also a little lighter, a little friendlier, and a little closer to Skyrim as compared to Ironmace's flagship. Well worth a try, Mithril, the creator of Dungeonborne nevertheless warns of latency issues and connection problems as the game faces DDoS attacks "every day." The announcement comes alongside a new Dungeonborne update which balances classes and introduces a fresh in-game event.


Read the rest of the story...


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Dungeonborne bucks industry trends, doesn't reveal price before launch

Early Access Patch Notes - July 31, 2024

Adventurers,

Please be aware that server maintenance is scheduled from July 31, 2024 8:30 AM to 11:00 AM UTC.
Matchmaking queues will be closed starting at 7:50 AM UTC, 40 minutes prior to maintenance. Ongoing matches will not be affected.

[h3]Network Stability Update:[/h3]
Our servers have been under heavy DDoS attacks recently, with attacks occurring every day. These attacks are causing the latency issues and connection problems you may have experienced.

Our server provider finds this level of attack intensity unusual, as it typically only targets major game launches. We are collaborating closely with our provider to develop a protection system. The development work is estimated to be completed in a few days and this system will be deployed ASAP.

We sincerely apologize for the inconvenience and negative experience this has caused. Please know that we are working diligently to resolve this issue as quickly as possible.

[h2]New Content[/h2]

- New Event- "Shadow Constellation":
Rogues now have a new E Skill - Shadow Veil. Team up with your rogue buddies to experiment with new tactics. Participate in the limited-time event to earn exclusive rewards

- New Items in Shop
The Skeletal weapon skins are now available. Unleash the terror of flesh and steel upon your enemies

- Increased Spawn Rate for Shadow Portals
The spawn rate of shadow portals has been significantly increased. Shadow portals can now also appear in Clouseau Castle (both Casual and Classic). Step through the portals for an epic battle against the Vengeful Monarch

[h2]Class Balance[/h2]

[h3]Cryomancer[/h3]
Dev Comment: Q Skill- Frostbite Curse has brought the Cryomancer back to the top tier, but its current performance is severely polarized across skill levels. Low-end Cryos struggle with soul energy management, while high-end Cryos enjoy the highest damage floor and ceiling. The changes below aim to balance this disparity.

I. Damage

Dev Comment: Compared to other classes, a well-built Cryo benefits from two unique damage multipliers: reduced cold resistance from Frostbite Curse and the independent damage boost from the Will passive "Bone Chilling". It's unwise for such a low-cost skill to have these advantages, so we’ve made the following changes:
- The Will passive "Bone Chilling" now requires a minimum distance of 15 meters (instead of 1 meter) to start gaining increased damage, and the maximum damage bonus is achieved at 25 meters (instead of 15 meters). This significantly reduces the situations where Frostbite Curse can gain the maximum damage boost
- Frostbite Curse no longer reduces cold resistance, reducing the damage of high-end Cryos and significantly lowers the burst potential of Cryos using melee weapons with Orbs
- The base damage of Frostbite Curse has been increased from 30%/12.6% to 36%/16% to ensure that low-end Cryo damage remains roughly unchanged

II. Soul Energy

Dev Comment: Low-end Cryos need to kill more than two monsters to gain enough soul energy for a single cast of Frostbite Curse, making their energy management overly reliant on the Dexterity passive "Permafrost". Additionally, a full energy pool allows for six Frostbite Curse casts, enabling Cryos to cast their Q every few seconds in PvP. To address this, we have made the following changes:
- Cryo's maximum soul energy has been reduced from 260 to 100
- The soul energy cost of Frostbite Curse has been reduced from 40 to 20. This, combined with the energy cap change, lowers the maximum casts from 6.5 to 5. This means that overly frequent use of Frostbite Curse will result in insufficient total damage
- The soul energy cost of Ice Storm has been reduced from 60 to 30
- The soul energy cost of E Skill- Ice Armor has been reduced from 25 to 10
- The Dexterity passive "Permafrost" has been changed to: Restore 1 soul energy when dealing critical damage (instead of 2)
- The value of soul energy gained from kills remains unchanged to reduce early-game dependence on the Dexterity talent in PvE

III. Other Changes

- The casting range of Ice Storm has been increased to 12 meters, and the maximum travel distance has been increased to 25 meters to improve the skill's initiation capability and adapt to the Will passive changes
- Thunderclap Flask: The slow effect has been reduced from 75% to 50%, and the duration has been increased from 4 seconds to 6 seconds to weaken the synergy between Thunderclap Flask and Lightning Staff
- Potential Upcoming Change: we plan to adjust the stacking logic of slow effects to multiplicative and add a minimum movement speed to prevent players from being immobilized by multiple slow effects

[h3]Rogue[/h3]
- New E Skill: "Shadow Veil": After a 3-second preparation, nearby allies (except Panthers) enter "Stealth" for 15 seconds. We hope this new skill brings a wave of new teamfight strategies to Dungeonborne
- E skill "Vanish" changed to: Invisibility lasts for 30 seconds, and breaking invisibility triggers a 10-second cooldown

[h3]Swordmaster[/h3]
- Fixed a critical issue where the E Skill "Whirling Blade" could only be blocked by shields, resulting in higher-than-expected effective damage in PvP and making it difficult to counter in close combat. Now, the skill can be correctly blocked by all weapons, properly affected by Blocked Damage Reduction, and correctly triggers block-related effects such as dual dagger's self-knockback and longsword's perfect parry
- Added a visual effect to indicate damage reduction when the Stamina passive "Deflection" is active

[h3]Mithril Shadow[/h3]
- E skill "Stealth" changed to: Invisibility lasts for 30 seconds, and breaking invisibility triggers a 10-second cooldown

[h3]Death Knight[/h3]
- Reduced the casting time for Q skill "Soul Shroud"
- Increased the slow effect of Soul Shroud and Dexterity passive "Decay" from 15% to 25%
- Fixed an issue causing stuttering when using two-handed swords or mace and shield while Q skill is active

[h3]Druid[/h3]
- The E Skill "Shadow Assault" in Panther Form can now interrupt certain enemy actions, such as bandaging, similar to other attacks

[h3]Priest[/h3]
Dev Comment: Buffing the Priest is our highest priority at the moment, but we believe that further numeric buffs cannot fundamentally solve the core issues and could be very risky. We have been working on this for a while now, including some major changes and new skill options, some of which are already in testing. We hope to share them with you soon, stay tuned!


[h2]Gameplay Balance[/h2]

- Increased the number of static escape portals in Classic mode Clouseau Castle. There can now be two fixed escape portals
- The cooldown of the Resurrection Shrine has been adjusted to 10 minutes
- Adjusted the Vengeful Monarch's AI. He will now alternate skills between players instead of continuously targeting one player

[h2]Equipment Balance[/h2]

- Gloves and boots now have Defense/Attack Levels and can be counted towards the participation requirements for Classic maps
- Optimized the attack range indicator for the Lightning Staff, which can now be displayed correctly on some complex terrains
- Optimized the activation logic of set bonus [Tiny Torment]: It no longer affects teammates
- Set bonus [Force of Trinity] can now properly apply the vulnerability effect with Tier 3 activated
- Set bonus [FAery of the Lake]: Re-equipping items no longer refreshes the internal cooldown
- Fixed an issue where set bonus [Pity of Death] malfunctioned in the Vengeful Monarch encounter

[h2]Others[/h2]

- Added a display showing the total market value of all items in your Stash
- Opening the TAB during a game will display the player's shield value below their health
- Adjusted the attack angle when defending with mace and shield, and optimized the animation for one-handed mace's basic attack combos
- Optimized the combat area of the Cyclops in Classic mode, giving players more space to fight
- Adjusted the AI logic of some monsters. Ranged monsters will detect players at a greater distance, while reducing the tracking range of some monsters, making it easier for players to escape pursuit
- Optimized monster placements near spawn points to prevent immediate engagement upon entering the game
- Improved the spectator view's refresh rate for teammate icons after switching perspectives
- Optimized some UI displays and interactions in the Trading/Shop
- Optimized the interaction and display rules of the custom appearance interface
- Optimized the visual dynamic of cloaks
- Optimized the escape portal effects
- Upgraded our security measures, which now has better ability to identify and combat harassment messages and certain cheats

[h2]Bug Fixes[/h2]

- Fixed an issue that caused the Druid's model and silhouette to appear abnormal after logging out and reconnecting
- Fixed an issue where the Rogue's hand-held item position was misaligned under certain conditions
- Fixed an issue in competitive mode where the "Cryotherapy" passive's stack count was incorrect under certain conditions
- Fixed an issue where throwing equipment from a height would cause the equipment to disappear
- Fixed an issue where small objects like necklaces falling into carpet or other terrain models in some areas could not be picked up
- Fixed an inconsistency between the backpack item icon and the tooltip item icon for Uncommon and higher-quality Orbs
- Fixed an issue in windowed mode where switching to the background and dragging the window would cause the in-game countdown to behave abnormally
- Fixed an issue that could cause players to not see their teammates' icons after disconnecting and reconnecting in a party
- Fixed a known issue in Clouseau Castle and Sinner's End Level 2 maps where players could get stuck, fall out of the map, or be unable to move
- Fixed an issue where the game could automatically switch to windowed mode if it lost focus while in fullscreen mode
- Fixed an issue where setting the mouse wheel to map and backpack keybinds caused malfunctions
- Fixed an issue where some prompt information was repeated in the tutorial dungeon
- Fixed an issue where distant doors wouldn't display properly in-game
- Fixed several known issues that caused stuttering
- Fixed several known localization issues

Early Access Patch Notes - July 29, 2024

Adventurers,

Please be aware that server maintenance is scheduled from July 29 8:00 AM to 10:00 AM UTC.
Matchmaking queues will be closed starting at 7:20 AM, 40 minutes prior to maintenance. Ongoing matches will not be affected.

This patch focuses mainly on class balancing. Another downtime update is coming later this week, which will add new content and skills for a specific class. Stay tuned!

[h2]Network Stability Update[/h2]

Last week, we detected numerous attacks on our Asian servers, causing network instability. Our engineering team is urgently implementing security upgrades, which may take some time. We apologize for any inconvenience and assure you that we are working diligently to resolve this issue.

[h2]Class Balance[/h2]

Dev Comments
We highly value your feedback regarding class performance and continuously monitor the community's input. Combined with our data analysis, we aim to ensure each class has its unique strengths and identity while maintaining overall class balance.
Make sure to check out the chart below for a detailed look at class performance statistics, which will give you a better idea of why we made these changes.



[h3]Druid[/h3]

The Druid is getting the most significant changes in this update, which we'll break down into three parts.
1. Passive Skill - Predatory Senses
This audacious and somewhat wildly-designed passive made Druids exceptionally effective at gathering information. To balance their presence in high-end matches, we're reducing the clarity and speed of the information they can gather, giving opponents a better chance to counter them.
The vision effect of "Predatory Senses" will now display for 3 seconds every 5 seconds instead of being permanent. The perception radius is reduced from 30 meters to 25 meters.
The detection red dots from "Predatory Senses" will no longer appear on the mini-map.

2. Mobility
Druids' information-gathering ability combined with their top-tier mobility made them nearly impossible for melee classes to catch, leading to a very high extraction rate.
Base movement speed in human and panther forms is reduced by 20 points.
Transformations will no longer clear debuffs, such as the slow effect from Thunderclap Flask.
The cooldown for the Panther form's E skill "Shadow Assault" is increased from 5 seconds to 8 seconds.

3. Ferocity
With the above changes, Druid players will need to take on more risk when engaging. Therefore, we have increased the damage in Panther form, aiming to reward Druids for making bold decisions.
The damage of the Panther form's E skill "Shadow Assault" is increased by 50%.
The damage of basic attacks in Panther form is increased by 20%.

We've also been paying attention to melee classes. Currently, plate armor classes can deal a lot of damage up close but lack flexibility and damage mitigation. We want to make them more resilient against agile opponents.

[h3]Fighter[/h3]

Increased base health by 10%.
Reduced the cooldown of the E skill "Charge" from 40 seconds to 30 seconds.
Reduced the cooldown of the E skill "Inspire" from 40 seconds to 30 seconds and increased its effective range from 2 meters to 5 meters.

[h3]Death Knight[/h3]

The Q skills "Soul Shroud" and "Soulstorm" now reduce incoming damage by 15% while active.
Potential Upcoming Change: We are considering speeding up the casting animation for DK's "Soul Shroud" and providing a stronger slow effect during its effect.

[h3]Mithril Zealot[/h3]

Increased base health by 10%.
Reduced the cooldown of the E skill "Inspire" from 40 seconds to 30 seconds and increased its effective range from 2 meters to 5 meters.

[h3]Cryomancer[/h3]

There was a bug where the Cryomancer's Stamina passive [Frost Echoes] and E skill [Ice Armor] interaction caused higher-than-expected tankiness. We are fixing this issue in this patch and will continue to monitor the Cryomancer's performance.
The Stamina passive "Frost Echoes" is changed to: When allies deal unblocked active damage to targets affected by the "Q skill," they gain a 40-point shield. This shield no longer stacks.
Added an energy cost to the E skill "Ice Armor," which now consumes 25 soul energy per use.
Potential Upcoming Change: We are considering modifying the slow effect of Thunderclap Flask to last longer but provide a less effective slow, ensuring it remains a useful tool for melee classes to chase their opponents while limiting the synergy between Thunderclap Flask and the Lightning Staff.

[h2]Others[/h2]

Added a Low Quality crossbow and 15 bolts to the spawn and death compensation packs for characters that can use crossbows.

[h2]Bug Fixes[/h2]

Optimized several known localization issues.

Early Access Patch Notes - July 27, 2024

This is a live update, players already logged in will not be affected.

[h3]Others[/h3]
- Expanded Buyout Trading's listing price range, allowing players to list legendary and unique items with a higher buyout price
- Fixed several known issues that could cause the game to crash