Unexplored

Unexplored Balance Update

Version
Balance Update
Version Date
March 17, 2017
Links

Patch Notes

Balance Update



We keep improving Unexplored. This week we focused on more subtle improvements. One important change being made to the mechanics of swinging weapons: they should be easier to use now. Due to circumstances we did not get as far as we planned this week, but we did address a whole bunch of other balance issues and a fair number of bugs as well.

Weapons
- Improves timing of swinging weapons.
- Increases swinging speed for swinging weapons.
- Increases knock-backs when something is hit by a melee weapon.
- You stop lunging forward when you hit something with a stabbing or swinging weapon.

Praying and Offerings
- Praying for help can destroy statues, tombs, turrets or columns that block narrow passages.
- Grievous is more picky about who/what you killed with a weapon before accepting it.

Classes and Starting Gear
- Adds Items of Parrying.
- The Warrior starts with anextra Ring of Parrying and a dagger.
- The Adventurer starts with some extra torches and an extra ration.
- The Cleric starts with a couple of scrolls.
- The Wizard starts with a Scroll of Recharging
- You can only buy 1 Scroll of Enchanting at the start of a run.
- The random items you can buy are tied to the dungeon's seed.

Magic Items
- Steal Life Staff uses more energy at high levels and deals less damage.
- Cloak of Mending no longer recharges automatically over time but when fully charged can heal 100 hp.
- Vampiric Blades no longer recharge automatically over time.
- Black Stinger Staff uses more energy.
- Staff of Surprises learned a lot of new tricks.
- Changes how Hardened weapons work (no extra bonus, but a minimum enchantment of +3).

Dungeon Generation
- Improves sensitivity of auto closing doors.
- Torches are more common on dark levels.
- Enemies can no longer spawn at the dungeon's entrance.
- Wraith and Warden spawn counts should be slightly reduced.
- Slightly increases the number of enemies and hazards on Hard difficulty setting.
- All dungeon branches of 2 or more floors have a teleporter in the end.
- Interlevel teleporters need to be confirmed.
- The four spike rocks you'd occasionally find is now replaced by a single spike rock.

AI and Enemies
- AI doesn't unsuccessfully keep trying to go through the same door.
- Makes the AI in general and dragons in particular more aggressive.
- Bows are less effective against Dragons (because they have scaly hides).
- Makes the Blue Dragon more dangerous as it can emerge from the water.
- Certain retribution abilities (such as Teleportation) are no longer triggered by surprise attacks.

Miscellaneous
- When a tool snaps, it will not trigger the trap.
- You can also use lock picks and tools by equipping them and clicking the corresponding button.
- Blood cannot be collected from small patches and stains.


Bug Fixes
- Fixes crash when enchanting items in a container.
- Fixes bug that caused key items and clues to go missing if you replay a dungeon.
- Starting a Daily or Weekly dungeon does not affect your start game settings.
- Fixes bug that caused items to snap to the upper left corner of the screen.
- When you are killed you do not attempt to automatically heal with a potion (which led to confusing messages in the log…).
- Dryads do not spawn every run.
- Improves the placement of fallen items.
- Recognizes a generation flaw in the dungeon plan that caused the daily of march 15 to fail 3 times in a row.
- Fixes issue with descend scrolls that could cause you to descend into a wall.
- Items and bosses cannot spawn inside a shop.
- Wind Stones cannot be pushed into walls.

What's Next?
We'll keep fixing bugs and addressing balance issues. We also promised to add more achievements and unlocks. We haven't forgotten.