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Dungeons of the Fallen News

DoTF becoming Free To Play

[p]Hello,[/p][p]I am happy to announce that the game will soon be Free to Play. The change should be applied in the following weeks![/p]

Update 666 - Hell mode-Endless Dungeons-Freeze effect-Price Reduce

Hi all,

I can't believe it's been two years already. Unfortunately I am not able update the game regularly due to the lack of time. Moreover, I have not been able to fix the controller issues present on some computers. Unfortunately this is plugin dependent and at the moment I don't possess the resources to rewire the whole controller system. As a workaround I've noticed that connecting more controllers than needed sometimes help.

For these two reasons, I decided it's only fair to reduce the game game price by over a half.

This will probably be the last big update to the game. Yet, I am commited to fix any annoying bugs. Just let me know on the forums. It's been an exciting adventure to finish and release my own game and I am so grateful for the support and feedback.

Now, for the list of the changes:

  • Frost effect - Frost damage caused by spells or weapons not only slows the enemies but freezes them in place if you stack the effect few times. This works not only for normal mobs but for each of the bosses too! You can now freeze the boss mid-attack and prevent a mortal blow. I dare you to try a glass cannon- zero armor/hp/resistance, max crit,damage with a mix of frost spells. Much fun!
  • Hell Mode/NG+ - Speak with the King of the Maulerum City if you wish to start the story again with buffed enemies.
  • Deleted Corrupted portal restriction - Spider Pendant dungeons are now entirely optional, you can continue the story without chasing the required amount of keys. They will be required though if you wish to enter...
  • Endless Dungeon - You can now access the dungeon in the east part of Thul'Vanas. Inside you will find endlessly scaling enemies and loot and a secret boss fight!
  • Difficulty option - you can now adjust the difficulty of the game in the options menu.

    ... and other minor fixes and improvements.



Known bugs: If you load you pre-patch save, your equipped armor and weapons will probably show wrong icons. This is due to the changes in the equipment script that enable infinite loot scaling.

DoTF 1.1 – Inventory Overhaul - Bows and Crossbows sprites - Copper Guard boss!

Hi fellow Adepts,

last months I've been preparing a major update to the game in order to improve the already existing content and to add a bit of something new based on your recommendations.

[h2]Inventory Overhaul[/h2]



The original slots with equipped items looked quite... outdated. New window looks much more proffesional and appeals better to the current standards.

[h2]Bows and Crossbows sprites[/h2]



Until now only melee weapons were visually represented on the character. Whatever the ranged weapon you possesed the sprite would always stay the same. From now on, each bow/crossbow has it's own animated sprites. The Adept carries in hand the weapon that he actively uses so it's easier for player to discern whether they are in melee or ranged mode.

[h2]Copper Guard boss and Trader's Path rework[/h2]



The Copper Guard boss is an optional enemy waiting in the new extended Trader's Path map. He doesn't have a lot of health points but can quickly kill off players without sufficient armor and dodging skills. Players that will manage to defeat thim will gain access to a small treasure island.
For a new player it can take some time before he reaches the Spider Temple boss and the Woodsman is still dozing on the beach not really caring to fight. I wanted to give some cool encounter available for players at the beginning of the game.

Other improvements and fixes:
  • Mixed Spells now have lower secondary requirement - Change from 1/3/5 to /1/2/3 making it easier for multi-class builds to access them
  • Crossbow stat change - Buff: double damage and elemental scaling, Nerf: damage 20->18;Armor penetration 80%->40% ,
  • „Good boy” and „Treasure Island” achievements added
  • Piercing shot - now also restores all arrows in your quiver
  • Ice Golem buff - doubled damage and +2 slow
  • Blink buff – more range
  • Many minor bugs and annoyances fixed


I wish these changes will make the game more approachable for the new players and also better visually looking. If you happen to find a bug somewhere, make sure to report it in the community forum. If you like the game, please consider posting a review - it helps a lot!
I think it's finally time to focus on the endgame content, but the scale of it depends on how well players will receive the current build.

I hope you like all the work I've done to improve DoTF so far. As always, big thanks for all the feedback on forums, without it, the game wouldn't have improved so much!

Krystian

PS Along with the update, the game gets a 15% discount from 11.03.2020, so if you are planning to buy the game it's better for your wallet to wait one day ;) The game will be discounted for 10 days.

Winter Sale discount, 2019 Summary and plans for 2020...

Hello Fellow Adepts :)

DoTF is entering Winter Sale with 15% discount. If you haven't bought the game yet, and you feel you are ready to challenge the Fallen, this is a good moment :)

The game has been improved a lot since the release so let's sum up all the major changes:

  • Latest patch:
    -Keyboard mapping (BETA) has been added in the latest patch allowing players to rebind the controls as they wish.
    -New help window has been added accessible when pressing [H] in the game.
    -Inventory is now accessible using [BACK/SHARE] button on the controller. Also you can now pick up items using [A/CROSS]
    -Crossbows buffed - More damage and 80% armor penetration. Still more of a secondary/support weapon due to the long reload.

    October, November, December patches:
  • Mana and cooldown indicators added to the Spellbook
  • Aiming accuracy improved - no more increments!
  • Optimization - Game is running much more smoothly even on slower computers and "fps drops every four seconds" have been eliminated
  • Fixed the issue where controllers were not visible when using Steam
  • Mana and cooldown indicators added
  • Many bugs fixed and UI improvements added


Many of you pointed out that UI especially when using controller needs to be more intuitive and less cumbersome to use. That will be my focus from now on, however...

I will be taking a break from working on the game for at least two months. There are many things in my private life/daily job going on and I need to focus on them more.

I will probably break that vow and sneak in minor improvements here and there, however you shouldn't expect anything big. Of course if you you report any bugs, expect it fixed too.

So what are the plans for 2020?
First of all, I plan to redesign many things in the UI to make it more approachable. Then, it will finally be time to add more late game content. I decided to ditch Hell mode and make a entirely new town with a new randomized dungeon. You can consider it a 4th act in the game.

As always, if you have any suggestions/want to report a bug or just share your story how one of the bosses kept crushing you, but you eventually found out a strategy to beat him, you can do this on the community forums :)

https://steamcommunity.com/app/701610/discussions/

Sincerely,

Krystian

November Patch Notes - mana and cd indicators, bug fixes...

Hi fellow Adepts,

I didn't have much time to focus on the game lately but I managed to implement a couple of small patches.

First of all you may notice that mana and cooldown indicators have been added to the Spellbook as promised.



There is a small bug and Spirit Bow and Judgement cooldowns have wrong values but I will fix it during the week. It's because cds for this abilities is calculated in a special way and I need to make some kind of exception for them. Sorry for the inconvenience.


Other bugs:

-Fixed a bug where in some cases the monsters wouldn't drop loot even when they should have. That was especially annoying when you didn't get any loot after a boss fight.
-Loot that for some reason would land behind the screen (could happen during some boss fights) will spawn under your feet
-There should be less graphical bugs related to the order of objects. E.g a barrel that should be behind a cocoon looks like it's on top of it.
-Fixed a bug where during the miniquests for killing bargh shamans and Winter Knights the head counter would overlap the inventory
-Adjusted some numbers when giving bonus damage and elemental resistance to items in the Forge
-Filled up many black holes in the walls of Frozen Chambers
-Fixed a bug where Judgement would go on cooldown even if you haven't finished the combo
-Fixed a bug where a Mutated Sealum would spawn with a bad name if he transformed with normal Sealum
-Some other minor fixes I forgot

If you appreciate my effort, please consider posting a review. It's not easy for indie developers like me to stand out these days so any blue review really means a world to me.
Ever used a Mirror Copy from the Control tree? That's how I dance after seeing a positive review :)



Next weeks I will be focusing on more intuitive UI and control customization as I promised. Hopefully everything will go well and I can release the patch in the mid-December. There will also be an announcement regarding the future of DoTF.

That's all for today. Wish you a lot of fun conquering the Dungeons of the Fallen,

Krystian