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Dungeons of Sundaria News

Patch 9/23/22 (ver. 47368)


Another Patch based on player feedback of our Major September Patch less than a week ago. We are iterating to improve game scaling and further balance it for solo and group play. We’ve also made another pass on melee combat that makes both the Rogue and Champion feel very accurate and powerful. We have included some beginning improvements to Cleric and Wizard as well. The following fixes and refinements have been made.

[h3]SCALING[/h3]
  • Heroism Scaling has been adjusted with a large reduction in NPC health and small increase in NPC damage.
  • All classes now start with more health and gain more per level than previous as well.
  • Group scaling has been made more consistent reducing NPC health per person added to group. NPC damage increases for players being added has been removed from Normal and Hard difficulties
  • Nightmare scaling for health and damage increases have been made consistent across the four current dungeons
  • Experience scaling has been increased. We wanted to clarify for players that experience gained while in a group is not split. You get the same base experience for killing an NPC in group as you would solo. In addition to this, players receive a bonus for group play that increases with each player added (ie a 4 player group receives more per NPC killed than a 2 player group). In short, the more players you add the more experience you gain per NPC killed. We did this to incentivize people to play together, so the more the merrier and the faster you will level.
  • Item Quality has been overhauled and increased across all qualities starting with Superior (Green). You will now receive more stats per quality increase than previously. You should begin to feel the impact of equipping new gear faster.
  • Star items will now have a consistent level increase per star gained, previously some star levels awarded a lower percentage of stats gained than the previous star level.
  • Stars on weapons will now contribute a greater increase to stats than they had previously
  • Fixed issue with weapon racks not distributing loot evenly among all classes (drop rates are now equal for all class items for all weapon racks).
  • Increased the quality of items that drop from the tombs in Crypt of Horrors. Destructible loot distribution is unchanged.

[h3]ABILITIES[/h3]
  • Increased Channel Heal range by 30%
  • Increased damage and knockback range on Holy Blast
  • Increased damage on Holy Light
  • Increased damage on Heavenly Strike
  • Reduced cooldown of Avatar
  • Increased damage of Ember Lance
  • Reduced damage of Cone of Fire
  • Increased player Meteor cast speed by 15%
  • Increased knockback range on Flame Blast
  • Increased range of Sleep
  • Attached collision updates for Slash
  • Attached collision updates for Eviscerate
  • Increased collision box size and adjust some notifies on Slash montages
  • Law of the Zealot and Kindled set bonuses improved (added 15% Critical Damage and 30 Spell Penetration)
  • Ember Eruption has been adjusted. We have plans to further change Ember Eruption in the future but the functionality has been adjusted to be more clear. While teleporting player functionality could become unstable if an ability was used. To fix this the animation will be locked during the ability for it's duration. As a tradeoff we decided to grant the player immunity from damage for the duration of the ability.

[h3]SPLIT-SCREEN[/h3]
  • Split Screen - players can now manage their inventories independent of other players.
  • Split Screen - Option to increase font size added to the Options menu. Affects ALL font including items in Split-screen which dramatically improves the legibility of text in this mode.
  • Split Screen - Fixed bug where players joining a game already in progress were unable to focus input on the name while creating a new character.

[h3]Loot Improvements[/h3]
  • Previously players had two options for loot, Free-for-All and Round Robin. Previously Round Robin would award loot that appeared Free-for-All but it was proximity loot at the group leaders level.
  • Players now have three loot options to choose from. Round Robin, Round Robin (Smart) and Free-for-All.
  • Dungeon Loot settings are locked during dungeon runs and must be changed prior to loading a dungeon. Dungeon Loot type currently cannot be changed during a dungeon run. We are working to add this functionality.
  • Round Robin - Loot is awarded Round Robin regardless of player proximity to one another
  • Round Robin (Smart) - Loot is awarded Round Robin based on player proximity to the kill
  • Free-For-All - Loot is awarded to the first person to loot the object.
  • When either Round Robin or Round Robin (Smart) loot is selected and a player kills an NPC (and NPCs only). The players level will be used to determine the item level for armor, weapons, etc. Players in the proximity of the kill will be on the eligible list for the item to be their level. Whoever "owns" the loot ability, it will be at their level when looted.
  • Boss Chests will drop level based loot.
  • NOTE: Loot from objects such as destructibles, weapon racks, tombs, chests and other non NPC generated loot objects will continue to scale at the group leaders level in all loot types. We looked at adjusting this but this is not a trivial adjustment due to game optimization reasons. There are no plans to adjust object loot level at this time.
  • The proximity for loot ownership determination is approximately 40 meters.
  • Non item based loot (silver, gold) will continue to be/appear Free-for-All

[h3]SYSTEMS/GAMEPLAY[/h3]
  • Added Loot Level for Round Robin corpses and Boss Chests is now based on the looting players level
  • Added Boss chests request an immediate save of player data
  • Added AI updates for flying creatures
  • Combat Improvement: Player animation frames are never dropped due to performance load balancing, resulting in same-accuracy of hits at all times
  • Improved (reduced) the time it takes for loot to generate for chests
  • Increased Item stats by quality (% increase per quality type)
  • Increased star level stats on weapons
  • Improved star stat level progression, now more consistent (10%) per level
  • Improved Accept distance for Pick Ability AI Task uses the MAX(ability range, capsule radii) instead of adding them together
  • Improved Tether check alternates between self and target distance checking
  • Fixed achievements not completing when there are multiple players in the party
  • Added Item detail and currency widgets support Increase Font Size
  • Fixed Only host and owning client disable URO of player character mesh
  • Fixed Character base supports vector offset for capsule attached components and disable URO on player controlled meshes
  • Fixed RPC player preference changes to host so they are not lost when receiving persistence
  • Fixed Eviscerate animations
  • Fixed Last Target set if attacked but not attacking a current target
  • Fixed exclusive input locking in split screen
  • Fixed essence conversion not functioning correctly on clients
  • Fixed incositency in Juran wasp phase. Juran should fly out of range, prompting players to dispatch added NPCs to return Juran to fight
  • Fixed Juran combat height/auto height ability for wasp types.
  • Fixed Iothir drain life and strength debuff not marked with asset tags as debuffs
  • Fixed bad melee distance values AI were stuck on
  • Fixed bad melee distance, likely causing range hysteresis of AI in melee
  • Fixed Hud stats picks up instigator as last target when no target set
  • Fixed Iothir drain life and strength debuff
  • Fixed player preferences not saved when changed on the client

September: Major Patch

[h2]Melee Combat Improvements[/h2]
[h3]Hitboxes[/h3]
We’ve listened to your feedback and spent a considerable amount of effort to completely revamp Melee Combat. Weapons will now hit based upon the weapon impact points on the foes you are fighting (and even multiple enemies).
Also, larger weapons, now have appropriate hitboxes for their size while smaller weapons have been adjusted to match those as well. We believe that the melee combat experience is an improvement and look forward to your continued feedback. For the melee-based characters Rogue and Champion, the reticle will now be OFF by default but can be turned on in the Options Menu.
[h3]Melee Feedback while playing[/h3]
In addition to improved hitbox detection, we have enhanced the impact animations and blood as well. We wanted to give the combat a more visceral feel and believe that this moves us closer to what players expect in a dungeon runner where you are fighting hordes of monsters.

[h2]Bank[/h2]
The Galdrin’s Crossing bank is now open for business. Players will be able to store items in the bank and access them with all characters on their account. This was a heavily requested feature and as handy as it is we can see why.

[h2]Localization[/h2]
We’ve added TEXT translations to the game in the following languages: Chinese, French, German, Italian, Japanese, Portuguese, Russian, Spanish, and Turkish
We hope this improves the game experience for the players who prefer these languages.

[h2]Data Integrity[/h2]
In some rare instances during multiplayer disconnects, players data would be corrupted and lost. We greatly apologize to any players that have encountered this problems and lost characters as a result. We’ve reworked player save data and included redundant save functionality to eliminate this completely. We thank you for your patience while we worked through this in Early Access.

[h2]Class Improvements[/h2]
While the bulk of the class improvements were focused on the Champion and Rogue, we did address several issues that were brought to us by players for other classes.
[h3]Champion[/h3]
  • Overhaul of character targeting. Weapon hitboxes closely approximate the weapon held in terms of hit/damage location.
  • Hit lag has been implemented to increase visual impact on target.
  • Adjusted animations to allow better targeting with weapons
  • Recklessness Class Weapon bonus improved adding 15% Critical Damage and 30 Armor Penetration
  • Increased Mighty Blow and Cleave speed by 25%
  • Increased Shield Throw damage across all ranks
  • Increased Cull the weak taunt duration from 2 to 4 seconds
  • Increased Might Blow damage across all ranks
  • Increased animation rate of Aggression, Unstoppable, Skin of Stone to reduce the amount of time spent casting buffs while fighting
  • Increased Cleave damage across all ranks
  • Reduced Aggression healing received across all ranks
  • Improved Shield Throw targeting and hit detection
  • Fixed Blessing of Might not affecting players in range.
  • Fixed Crypt Lord bonus where Charge would not apply stun
  • Fixed issue with Champion weapons rolling with bonus stats that could not be used. Champion one handed weapons will no longer have Cleave and Mighty Blow bonuses. Champion two handed weapons will no longer have Shield Throw and Shield Bash bonuses

[h3]Cleric[/h3]
  • Greatly Improved Channel Heal functionality, fixed issue where NPC could block heal target and added heal effect to intended target that is more visible. We intend to review all visual effects for the class when we do the enhancements in the coming months
  • Hit indicator will now flash green when healing a friendly player
  • Fixed issue with Heavenly Strike effect being inaccurate, visual effect now matches ability tooltip criteria
  • Fixed issue with Divine Sacrifice explosion

[h3]Ranger[/h3]
  • Hunter Class Weapon bonus improved adding 15% Critical Damage and 30 Spell Penetration
  • Blight Arrow aura now correctly reflects the target area
  • Toxic Arrow will now show appropriate debuff icon on targets affected by it
  • Increased the damage of Salvo across all ranks
  • Increased the cooldown of Healing Vapors
  • Increased the physical damage of Poison Arrow across all ranks
  • Fixed issue with Blessing of Finesse not affecting players in range
  • Fixed issue of some NPCs not being paralyzed by Paralyzing Shot
  • Fixed issue/Changed Morb’s Set bonus, Healing Vapors now resets by using Rapid Fire

[h3]Rogue[/h3]
  • Overhaul of character targeting. Weapon hitboxes closely approximate the weapon held in terms of hit/damage location. Hit lag has been implemented to increase visual impact on target.
  • Adjusted animations to allow better targeting with weapons
  • Increased Backstab trace radius (improving hit utility)
  • Reduced the damage reduction of Shadow Cloak
  • Reduced the damage reduction and healing of Vampiric Blades
  • Fixed issue where Phase Port might target dead NPCs
  • Fixed Phantom Strike Ability Icon
  • Fixed Reaper's Garb 5p Bonus to require a successful Backstab hit to proc

[h3]Wizard[/h3]
  • Flame blast will now knock back all targets in target area
  • Fixed/Improved Cone of Fire cone to correctly reflect tooltip information
  • Improved Wizard fire impact visual effects
  • Fixed an issue with Ember Eruption networking


[h2]A Host of Additional Improvements:[/h2]
[h3]Gameplay[/h3]
  • Players can now toggle group outlines (rim shaders) always on in the options menu.
  • Trade menu now includes the option to trade coin
  • Blood can now vary by creature type
  • Improved Impact animations for melee weapon attacks
  • Improved NPC ragdoll animations on death
  • Improved various weapon particles
  • Improved UI quantity selector (slider)
  • Improved Boss Chest spawn logic
  • Improved blood VFX and splatter decals
  • Updated tooltips to show impact of Elixir and Food duration bonuses
  • Added user preferences for disabling camera motion and increasing font size
  • Added pre save integrity checks for client received account save data
  • Optimize characters to improve load times
  • Optimized Town loading times
  • Optimized Loot generation
  • Optimize performance impact of sending and receiving account data from multiplayer sessions
  • Fixed an issue with boss fights where they would not reset correctly via checkpoints when they had already been completed
  • Fixed issue where some NPCs attacks would not show correctly on clients
  • Fixed an issue where ability auras would not show on clients
  • Fixed Issue where two-handed weapons could have damage variance based upon the equipped hand.
  • Fixed issue where abilities may not show hit reaction (particles/vfx not visible)
  • Fixed issue where NPC voice trigger may activate incorrectly
  • Fixed issue where NPCs could repeat voice triggers
  • Fixed issue where cooldown reduction would not function correctly
  • Fixed issue with Elixir and Food duration not working correctly
  • Fixed issue where consumables would consume the incorrect slot, they will now consume from the first inventory slot that consumable appears in
  • Fixed issue where gamepad could lose focus in town navigation
  • Fixed bug preventing the eligibility of Master of Sundaria achievement. Completing requirements again, even if unlocked will unlock the Master of Sundaria achievement
  • Fixed various quest text to clarify dungeon location
  • Fixed issue where some hub buttons could not be selected while the camera is transitioning
  • Fixed issue with class weapon bonuses not resetting on weapon swap
  • Fixed issue where you could abandon the quest Oliver’s Demise and not be able to proceed. If you stopped here at some point, you may resume at either Captain Laurent or Oliver (he will spawn for you now) depending on where you left off
  • Fixed Issue where Mimics would incorrectly reset dropping the incorrect amount of loot. Mimics will now drop one chest for each player with the appropriate amount of loot

[h3]Dungeons Improvements[/h3]
  • Fixed an issue where the portal to the Crypt Lord would not spawn when continuing from checkpoint after Verix had been killed
  • Fixed network issues with Lady Everleen fight


Dev Journal #2: Dreadforge


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Greetings Adventurers!

The time has come to bring to you the second dev log for Dungeons of Sundaria.

This time it is all about the legendary Dreadforge, a fiery canyon filled with Orcs.

Please note that everything shown here is still a WIP and is coming soon!

Now let's jump into the canyon that is Dreadforge.
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[h2]The Dreadforge[/h2]
After traveling for days through this blistered land, you gaze ahead to a canyon carved deep within the desert the slight breeze bringing some respite. Could this be the home of the legendary Dreadforge? You hear growls and grunts coming from the canyon below. Concealed by smoke and ash, you are unable to make out the figures, but know all too well that they are Orcs. A sense of unease overtakes you; something has changed and only your keen senses pick up the subtle cues. The air is still. The canyon grows quiet. In the distance, you hear a mighty roar.


[hr][/hr]
[h2]Conclusion[/h2]

That concludes the second Developer Journal, Adventurers!

We welcome you to continue the discussion on our Discord server!
Also follow Dungeons of Sundaria on Twitter, Instagram, and Facebook.

Till next time, Adventurers

Industry Games Team

Dev Journal #1: The Icy Depths


[hr][/hr]
Greetings Adventurers!

We are excited to bring to you the very first dev log for Dungeons of Sundaria. We will be doing these to show you some sneak peeks and development progress on future updates for DoS!

This first one starts strong as well, with a new dungeon, improvements to melee, new languages, and more!

Please note that everything shown here is still a WIP and is coming soon!

So without further ado, let's hop into it.

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[h2]New Dungeon Preview #1 – The Icy Depths[/h2]
Deep within the Teberon Mountain Range to the north lies the the human stronghold of Korumak. The mountains are treacherous. Few Sundarians dare travel this far north. Whispers for ages have come to Galdrin's Crossing about the downfall of the human stronghold. Now new rumors of Goblin marauders being seen in the region with icy blue skin and glowing eyes, feasting upon the power of the mountain. As you gather your allies you head to the Korumak on the far side of a lake, you gaze up in horror at a monstrous crowned skull which leads to the Icy Depths.

Above: The main entrance of the Icy Depths!












[hr][/hr]
[h2]Melee Combat 2.0[/h2]
Champions and Rogues are about to turn the pain up to 1000! We've been hard at work on making multiple improvements to melee combat, including improved hitbox precision and enhanced feedback. Players can look forward to improved swing and impact animations, blood splatter visual effects, and sounds. We hope these changes will offer better control to our melee players to improve targeting and make the overall controls feel better.

[hr][/hr]
[h2]New Languages Supported [/h2]
We are pleased to announce that the following languages will be supported for all game text: Spanish, Japanese, Turkish, Russian, German, Italian, French, Chinese and Portuguese. Language options may be configured from the in-game Options menu.

[hr][/hr]
[h2]Account Wide Shared Stash[/h2]
We are super excited to announce that DoS will be receiving an Account Wide Shared Stash! A notorious Goblin Banker is arriving in Galdrin's Crossing to open the town's first bank. When completed, it will be a full-service shared stash, allowing players to store and transfer items across all heroes on their account. Players will receive their first large lockbox for free and can purchase additional storage space with in-game gold.

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[h2]Conclusion[/h2]

That concludes the first Developer Journal, Adventurers!

This is something we are planning to do very regularly so plan to see a lot more of these in the future.

We welcome you to continue the discussion on our Discord server!
Also follow Dungeons of Sundaria on Twitter, Instagram, and Facebook.

Till next time, Adventurers

Industry Games Team

Fix friendly fire and valid sessions not displayed

  • Friendly fire should no longer occur when using abilities while having weapons equipped which have elemental bonuses
  • Fix sessions with 3 out of 4 players not being displayed in search results