Dungeon Of Zaar - Open Beta

Dungeon Of Zaar - Open Beta 0.6.2

Version
0.6.2
Version Date
April 20, 2018
Links

Patch Notes

Patch note : 0.6.2





Here is the patch note for the 0.6.2 version!


We are trying to experiment with things like balancing, and we hope that you'll give us your feedback! :slightly_smiling_face:

Balance Update:


  • Archer damage reduced from 3 to 2.
  • We are still experimenting with the Archer balancing. Right now we think that he's filling too many slots. He is a powerful DPS, has very strong Control, and his "Twin arrows" ability hard counters other mercenaries in the game. We don't want him to be the go-to mercenary by default, by filling every gap. We think it's more interesting to make him a strong Control mercenary so players will have to rely on other mercenaries for strong damage output.
  • The Slime "Nauseating Wave" range is reduced from Square shape 2 range, to regular shape 2 range.
  • Right now the Slime is a really tricky mercenary to play against. He is really tanky, and can deal insane damage in late game. We want to make the Slime trickier to play, having to deal with his low movement range. With this patch, the range of his attacks will be easier to anticipate and for opponents to avoid.
  • The Guardian's health points are being reduced from 11 to 10.
  • The Guardian is dissuasive to attack right now due to it's natural tankiness. We think he should be a little less tanky right now, to be easier to for more units to take down. Reducing his max HP while keeping his passive resistance seems to be helping this.
  • Warlock "Litany of Chaos" damage boost is now +2 instead of +1 damage.
  • Litany of Chaos is an interesting ability, and we think the Warlock can be even more dreadful if it's minions are not managed in time. We also think that boosting this ability might open up new builds and strategies.
  • Aquamancer abilities doesn't need line of sight now.
  • The Aquamancer can be really powerful in certain situations, and will be more powerful if the archer is not the dominant mercenary in the game. We think that it could open new strategies to remove the line of sight on spawning water blocks as a minor buff. We hope you'll like experimenting the Aquamancer after this patch.

General:


  • New map Added: Stellar Coridor II

Bug Fix:


  • Fixed an issue where built teams in the camp were not corectly saved
  • Mecenary move pattern now reset in a better way.
  • Fixed an issue where the knight shield didn’t protect from sharp arrow’s affliction at first hit.