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Nomad
Former Board Tyrant
Posts: 643
Server Downtime and Patch Notes (vers. .32)
#7286 - 09/05/06 06:57 PM

The Dungeon Runners Beta server will be brought down at 10am Central 9/6, to publish the following:

Known Issue: Some Mythic weapons from version 0.31 will cause players to crash when logging into version 0.32 if their character has one of these weapons.

Changes:
  • This build contains a major overhaul of the aggro mechanics for monsters and new encounter design tools. The goal of this change is to provide more designer control over the difficulty of the monster encounters.
    - Monster groups can be in two modes: aggressive and defensive.
    - All monster groups start out in defensive mode.
    Monsters in defensive mode have a much reduced aggro range. They will only become aggressive if you damage them or get very close to them.
    - Aggressive monsters have a very large aggro range.
    If you are in the presence of a solitary defensive monster group for more than 30 seconds, they may become aggressive.
    - Be very careful not to pull too many groups as that can be very dangerous to your health. (note: at this time AOE attacks may go through walls aggroing monsters you cannot see)
  • Scaling difficulty for group play has been altered to both increase the density of monsters as well as their health. In other words, the more players in a group the more monsters you’ll face.
  • Keyboard movement has been given another polish pass:
    -Side-to-side movement is now supported with the “Q” and “E” keys. (note: not mapped by default)
    -Keyboard movement should be much more responsive.
    Known Issue: Keyboard movement is bugged a bit at the moment. You will find it very easy to get stuck on walls and other small outcroppings. This will be resolved in a coming build. (note: mouse-click movement will get you unstuck in most cases. The A and D keys will also still function to turn your camera)
  • More options have been added to the options screen:
    - Sound – You can now control the volume of various sound sources from this menu.
    - General – Toggle damage number display and item loot key toggling here.
  • Boss difficulty has been given some design attention:
    - Rotgut has been beefed up and now has a posse with him.
    - Shadow Queen has been revisited and toughened up in several ways.
    - The Widowmaker area has been altered. Fade generators are no longer impossible to destroy.
    - Random champion and hero monsters have been given a wider selection of skills to kill you with.
  • Potions are now considered instant-use items. You can use them while running without needing to play the drinking animation.
  • The underlying path finding system has been improved to help stop situations where players could run through solid objects.
  • Many more sound effects and musical tracks have been added to the game.
  • Purchasing items from the merchant has been improved:
    - Items will be placed directly into your inventory on purchase without having to hide the inventory screen first.
  • Some bugs related to inventory sizes and pictures for items have been resolved.
  • Encounter spawning has been improved:
    - Encounters should only spawn when a player can be reached by them. This should stop encounters from being created that cannot attack the player in a reasonable amount of time (i.e. behind walls or closed doors)
    - When monsters spawn they should be confined to the room that they were intended to be created in.
  • New character customization options have been added:
    - 8 new hairstyles for the men have been added.
    - New face textures for the men have been added.
  • Treasure chests have had an exploit fixed that allowed them to be farmed repeatedly in some cases.
  • Item tooltips have been improved:
    - Weapon tooltips now include attack speed feedback.
    - Items that are ultimately intended for paying customers are now labeled as such on their tooltip. You’ll notice “Requires Membership” on such items. During the closed beta, all players are treated as members.
  • Skills have been given a major overhaul this build:
    - All passive skills have been replaced with active skills that provide temporary buffs.
    - Skill book vendors have been replaced with skill trainers.
    - Skill training costs have been revamped to match the income of various player levels more appropriately. Each skill upgrade costs more than the last.
    - A skill wipe has been implemented for all characters this build:
    i. All existing skills on characters have been removed and the starting skills have been reassigned at level 1 for each character.
    ii. Gold has been deposited into each character’s inventory based on the number of skill upgrades that the character had (at the tune of $7,750 per skill level).
    - All new skills have been added for this build.
    - Skill upgrades should be significant and useful.
    - Many more skills are coming.



 
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