12 changes in this update

Added

2 changes
  • Solo play as a hero against three hand-built dungeons: The Fortress, The Keeper's Labyrinth, The Twin Crypt. No lobby, no waiting.

  • Between raids the keeper repairs what you broke, hires workers, replaces dead beasts and moves the traps you found.

Improved

6 changes
  • Menu: you pick solo or multiplayer first, and a match states how many people it needs. Open lobbies and Create share one screen. Each tutorial sits under its own side.

  • Fast mode runs six rounds instead of four.

  • Demolishing before the match starts refunds the full price. Between raids it still refunds half.

  • Decoy chests cost 150, up from 60 - as much as a real chest holds.

  • The keeper has to leave a route from every open descent to the core and the seals.

  • The four ways into the dungeon are called descents now, not entrances.

Fixed

1 change
  • Heroes could walk out of one descent, run around the dungeon on the outside and come in through another. The ground outside the dungeon is solid now.

Removed

1 change
  • The separate Tutorial entry in the main menu.

Known Issues

2 changes
  • Solo as the keeper offers only the tutorial. Waves of AI raiders are not in yet.

  • A match in fast mode now runs about half an hour.

11 changes in this update

Added

3 changes
  • Fog of war is soft and precise. The edge of what you see follows the walls, not the grid. Heroes remember what they saw: this raid's ground is dim, ground from past raids is darker and colder, unexplored ground is nearly black.

  • Light. The dungeon is dim; wall torches, the core, the seals, heroes and the villain's body, signal flares and blasts give light. Purely cosmetic - it does not change who sees whom.

  • Torches. They appear on walls by themselves; the villain can place and remove their own — free and instant (Buildings tab, R to rotate).

Improved

3 changes
  • New art for walls and doors; workers swing a pickaxe at the vein, hammer at a build site and carry a sack of gold.

  • Workers no longer jostle at a vein - each has their own spot; they step aside when meeting; wall blocks are built in order and workers don't wall themselves in. A walled-off vein or storage no longer stalls a worker.

  • Heroes can zoom the camera with the mouse wheel.

Fixed

5 changes
  • Area damage - fireball, trap blasts, fire - no longer passes through walls, doors and portcullises.

  • No more slipping diagonally between two walls.

  • The warrior's dash tears tripwires and springs door-linked traps along its path.

  • A hit knocks down a seal or chest bar only for whoever is holding it: hitting a creep does nothing.

  • The stripe across the map in the hero tutorial is gone.