New Armor Set, Finally!
Tier 5 armor has been added to the game. Yes really. Three new sets of six items a piece, for Light "Armor", Medium Armor, and Real Armor.
These sets are currently rare drops found in higher-tier Adventure Maps. However, the next update will contain a different method for picking up these sets to help reduce the amount of searching you have to do in order to complete your set.
New Adventure Map: Cursed Mines
Found in Adventure Maps only, the Cursed Mines are abandoned tunnels that were created deep in the earth by greedy mens, and abandoned when all hell broke loose. There's more than meets the eye in these areas, so seek carefully and look for hidden secrets.
Medium Armor Update
Medium Armor has received some gameplay improvements in order to push it further towards the ideal of fast moving, high damage, risk taking adventure.
- Each piece of Medium Armor increases your critical hit chance by 1% per tier. Which means a full set of 4 star armor increases it by 16%.
- Quick Dash allows you to roll through enemies, meaning you'll be cornered less often. Take advantage of this before we all realize it is broken and then patch it back.
- Warding for Medium Armor now increases AP gain by 2 per point instead of 1, and also increases critical hit chance by 2.
- A number of enemy attacks that were undodgeable by mistake can now be correctly dodged. One of the highlights is the Shinobi shuriken storm, which now treats each throwing star as its own dodgeable attack, which ALSO means Arrow Time can send those stars all over the place.
Light "Armor" Update
Blowout is a thing of the past. When you use an armor power, it simply refreshes your current shield. However, if your current shield is < 50% when you do this, the attack effects from the Blowout still take place -- knocking away baddies, pinning them, etc.
Also, the Health UI has been updated to show the health of your shield while it is active.
Critical Hits
Critical Hits have been kind of underwhelming. In previous builds they simply made all your damage dice roll at maximum. That's great when you have a small bonus to damage, but when your attack are 95% bonus and 5% dice, who cares?
A new stat, Critical Hit Damage, is applied to your attack after it hits. This number is directly affected by your Foom stat. This only applies to attacks made by the hero.
"Spell" type effects still do not crit, but whirling swords and flying arrows can, regardless of the source. Magic-crit might something that happens down the road.
Holiday Updates
Halloween and Animuu Weekend are now both available via a consumable book. However, the book will only set the holiday state for the next 72 real life hours. Permanent Halloween is a bit silly.
To celebrate the Summer Sale, Friday 22 June ~ Monday 25 June is now an Animuu Weekend. Go find some Orbz!
Small Improvements
The Academy Armory size has been increased. Each upgrade gives you 3 slots instead of 2, and you can now purchase as many upgrades you want at the highest level.
Locking items is now Favoriting items. There is a Favorites tab in the UI, and Favoriting an item stack will now lock down the entire stack instead of just one.
When enchanting items, you can see an additional line of data that shows you how many enchant slots are left on the item.
There is a new inventory tab for Research and Adventure Map items.
Heavy Armor is now dodge capped at 60%. This is an improvement for Medium Armor users, who can now feel special.
Warding Seals now drop more often in Adventure Maps, and Adventure Maps themselves drop less often. It's fine, you've got like 300 anyway.
FNA!
Dungeonmans now proudly runs on the FNA framework. Thank you XNA, it has been a delightful 10 years. The conversion might still have a bump or two, you'll notice that the splash screen is missing, and the crash pop-up is gone, but those will be restored in short order.
If you notice any marked differences in sound, graphics, or performance, please let me know.