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Dungeons of the Fallen News

Patch Notes 12.11.2019

Hi fellow Adepts,

Next week, next patch. Summary of the changes below:

  • Golden Prince services now resets masteries too. Price unchanged. That's how good of a guy he is.
  • Player 2, 3 and 4, can now talk to Golden Prince in order to reset skills and masteries.
  • More responsive UI (there is no cooldown after pressing a button)
  • Added Window Mode, and Smooth Scaling options to the Options menu. Also all your display settings will be saved after every change.
  • Patching the game will not overwrite your language, music, display settings anymore.
  • Masteries that are available for leveling up are highlighted now.
  • Resistance Aura icon won't disappear anymore after change of area.


What is Smooth Scaling?

Smooth scaling will improve your graphics if you are using a smaller display like an office latpop. Comparison can be seen below. If your display looks ok on fullscreen then it's better to leave this disabled because it will only blur your image.



Expect more fixes soon. Mana and cooldown indicators will be added to the spell preview next week.

It's been more than a month when the game is on Steam and I think we have made a lot of progress. I hope the players will appreciate that and the game will get out the Mixed rating someday :+) I love working on DoTF but the huge constraint here is time. My plan is to improve and polish the current build until the end of the year and in 2020 start working on a new free content (endgame, items, new areas and random dungeons). Will see how it turns out :)

Once again thanks for all the feedback both positive and negative. I am checking the discussion forum everyday so if you have any query let me know.

Krystian

Patch Notes 05.11 - Optimization

Hi fellow Adepts,

We begin this month with the Great Optimization Patch. Many of you reported fps drops even on some high-spec machines. This shouldn't be a problem anymore.
  • FPS drops fixed - Thanks to the upgrade from DirectX9 to DirectX11 and optimizing the code the game runs smoothly even when there's a lot going on on the screen. Levels load much faster too.
  • TAB key no longer breaks control - hitting a TAB key caused a switch of focus from the game window to some hidden windows lists that store values behind the screen. This issue is fixed now. You don't have to worry that you hit TAB by accident and lose control of your character
  • Area names in Traditional Chinese are now in correct language (instead of Simplified Chinese)
  • Fixed a bug where you could use Spider Pendant even though it has not been given to you yet



IMPORTANT: One of the reason of the fps drops was a query that checked the status of plugged controllers every four seconds. That's why from now on if you replug the controllers during the game you will need to hit 'BACKSPACE' in order for them to start working again. I am writing this because I haven't added any info about this in the game due to lack of time. I will add such info in the following days.

Once again thanks for all the feedback. Next weeks I will focus on less and more annoying ingame bugs. Make sure to report anything you find in the bug report topic!
https://steamcommunity.com/app/701610/discussions/0/1631916887497624651/


Krystian

Patch Notes 15,22.10.2019

Hi fellow Adepts,

Two patches rolled out recently. Summary of changes below:

Balance:
  • 1 point of innate hp/s regeneraition added from lvl 1
  • Passive HP regeneration stops working after being hit. After 5 seconds, the regeneration starts working again. You will see a green cross near your hp bar indicating that the healing is active. Note that regeneration from spells like restoration aura is not affected and it heals you whether you are being hit or not.
    Regeneration is a powerful stat if stacked and you can heal some crazy numbers. Before the patch, it allowed you to withstand attacks even from the most powerful enemies. From now on, if you keep getting hit the bonus simply won't work. You need to actually avoid the attacks in order to regenerate passively.


Default controller mapping:
  • Default “accept” button is A(xbox)/Cross(ps4). Default “back” button is B/Circle. This is a standard key configuration in games nowadays and it applies to Dungeons of the Fallen from now on. However, X/Square still works in most cases as an accept button.
  • Inventory UI: Y/Triangle is a new button for dropping an item
  • Shop UI: X/Square is used for both buying and selling items
  • Spellbook UI: changing pages is done using DPAD. For example, you simply hit DPAD RIGHT, when the marker is on the right edge of the spell icon sheet, to move the page forward. X/B was never really intuitive but I couldn’t find a good alternative since all triggers are needed to assign spells.
  • Helps have been updated and a transparent background has been added to each help window in order to improve visibility


Let me know how you feel about the changes. I am always open for improvements. I know that ideally it should be possible to rebind the keys yourself, but I need more time implement it. Actually, I do have the feature ready within the engine, but I need to create a GUI for it and do some thorough testing.
I’m also aware that the controller/player choice menu require improvements.

Next weeks I will focus on a plethora of smaller bugs, improvements and game optimization in order to remove the stuttering on some specific configs.

If you want to report a bug or offer any suggestions let me know in the community page. Also I'm always happy to read some boss fights feedback.

https://steamcommunity.com/app/701610/discussions/0/

Krystian

Patch notes 10-11.10.2019

Hi fellow Adepts,

There were two patches implemented last days. Both very important.

Changes:

  • Steam no longer affects the controller - Many of the players reported that they had to either turn off the Steam Controller Configuration or even disable Steam at all to make the controller work. This doesn't apply no more to Dungeons of the Fallen.

  • Improved accuracy - the problem was that the default solution used integer values. This means that X,Y position of every projectile was rounded up to a whole number resulting in a significant change in its trajectory. I have rewritten the code completely and the new solution, based on float numbers, provides a 360° pixel crisp shooting accuracy.

  • Improved dialog interface - from now on you use A (xbox), X(ps4) to forward the dialog so its the same button that is used to talk to an npc. Also instead of different button for every dialog option you use UP,DOWN and A/X to confrim to choose the desired option


Next week I will focus on more intuitive and user-friendly controller interface and many smaller improvements and bugs.

FPS drops on some specific computers will be addressed next.

Previous patch notes:
https://steamcommunity.com/gid/103582791462667231/announcements/detail/1602643489936281175

https://steamcommunity.com/gid/103582791462667231/announcements/detail/1602643489931935056

It's been a rough and stressful release. I honestly stopped marketing the game at all until I fix all the technical issues. Expect more patches soon!

Krystian

Patch Notes 07.10 2019

Hi all,

once again, thank you for the feedback. Summary of the patch notes below:
  • Updated tutorial help and menu help texts in all languages
  • Golden Prince offers now a better price for spell respec (Change from 1000 to 50). This will allow new players to test out different builds before they decide what suits them best.
  • Demon sword spawns with a correct name
  • Spiders in Forgotten Cave and Trader's Path have reduced damage so the new players won't die too often when they are still accustoming to the controls.
  • Fixed a bug where due to the unfortunate cursor positioning, clicking on a shop in the Tarneko Village would instantly sell an item on which the cursor was on.
  • Fixed a bug when the Journal was empty during the tutorial
  • Some npcs with no dialogs like fisherman and goblin trader no longer open an empty dialog window that players got stuck in.


That's all what I managed to fix today. With time I will address more issues. Below a priority list:

*fps drops on some computers:
there's lot of code during the gameplay, that doesn't really need to be processed every frame. I will need some time and turn some things off one by one and test thouroughly to improve performance without breaking the game.

*mana and cooldowns indicators in the SpellBook:
I know it's needed and also should be pretty fun to implement.

*shooting accuracy:
The solution I use for most of the spells has limited angles and I would need to switch it to the same formula which is used for skills like laser and the spirit bow. It may be tricky but I with some tinkering I think it can be done.

*controller menu issues
There are so many variables in place here like different controller behaviour and 3rd party stuff meddling with the configuration. This one will take some time but I'll try my best so the menu is as easy, comfortable and bug free as possible.

Once again thank you for your patience. After a month of 7 to 23 crunch I finally managed to spend some quality time with my fiancee who has always supported me no matter what. Expect more patches in the following days.

Krystian