Hello everyone, Gronkins here with patch 0.5.1 of Dungeon Exiles! So, this is the first patch winding down from the Steam Next Fest. Firstly, let me just say thank you to everyone who played Dungeon Exiles during the Next Fest and gave me valuable feedback! So, I have some important news in these patch notes as well so be sure to read it! [b]Important News[/b] So for the full version of Dungeon Exiles, I’m changing the maximum number of floors from 10 to 5. The reasoning is that each floor can take 10-20 minutes, meaning that 10 floors would be too long for a single run. This doesn’t affect the demo (as the demo only has 3 floors) but this is something to keep in mind for the release of Dungeon Exiles. However, this news does mean that the full release of Dungeon Exiles will come sooner, but I’ll give you more information on that closer to the date. With all that out of the way, here is the rest of the patch notes! [b]Abilities[/b] In the original version of Dungeon Exiles, I had planned 10 floors of content with many of the later floors being themed about elemental damage (such as Cold, Fire and Lightning). However, these plans have changed, and elemental damage is quite uncommon on floors 1-5, meaning Protection of Elements was quite weak. So I’m changing Protection of Elements to provide resistance against both Nature and Shadow damage Protection of Elements: Elemental Resistance: 28% -> 12% Nature Resistance: 0% -> 12% Shadow Resistance: 0% -> 12% Elemental Resistance per level: 3% -> 2% Nature Resistance per level: 0% -> 2% Shadow Resistance per level: 0% -> 2% [b]Passive skills[/b] Warrior Mage Guard no longer grants 12% increased Attack Damage, it instead grants Restore 2% of Maximum Mana on Block Lord of Steel no longer grants 1% increased Attack Damage per Energy Shield, it now grants 20% increased Attack Damage while Shielded. Lord of Steel is no longer Rare rarity, it is now Uncommon rarity [b]Traits[/b] Alchemist 6: Mana restored on Poison: 5% -> 2.5% [b]Enrage Mechanics[/b] The enrage mechanic has been refined. There is now a timer that shows up for every fight so you can see how long you have. The enrage timer varies from regular enemies, to elites, to bosses, and changes per floor. The enrage mechanic isn’t new, however, the old timer was far too forgiving (50 seconds for a regular enemy), the intent is that you need to have a more balanced build and can’t purely focus on defence and defeat your enemies through a battle of attrition [b]Item Implicit Modifiers[/b] The implicit modifiers of items now scale with Item Tier, and unlike the random modifiers, implicit modifiers are guaranteed based on the Item Tier. So for example, the armour rolls of a Tier 3 Avential Helmet will always be higher than the rolls of a Tier 1 Avential Helmet (Of course, a poorly rolled Tier 3 Helmet may be similar to equal to a Tier 3 Helmet). To compensate for these changes a few items have had their base implicit stats adjusted: Rusty Dagger: Increased Attack Speed: 5%-10% -> 4%-10% Leather Belt: Maximum Health: 5-8 -> 4-8 Mana Crystal: Maxmimum Mana: 5-10 -> 6-8 Serpent’s Eye Charm: Increased Critical Strike Chance: 20%-35% -> 20%-30% Daring Bucker: Gold Cost: 60 -> 65 Block Chance: 3%-6% -> 3%-5% [b]Item Modifiers[/b] Health on Dodge (New): Tier 1: 3-4 Tier 2: 4-5 Tier 3: 5-6 Health on Dodge can roll on Evasion-based equipment Energy Shield on Cast: Tier 2: 1-3 -> 2-3 Tier 3: 2-3 -> 2-4 [b]Items[/b] Aspect of Nature: Nature Resistance required per 0.1% Health Regeneration: 5% -> 10% [b]Miscellaneous Changes[/b] Adjusted the cursor so it is brighter Re-added Health bar chip-away effect The Battle Tactics tutorial now also shows up once, in future fights, it has been replaced by a simple “Ready” button You can now speed up non-combat dialogue by pressing the new button that appears within the dialogue box [b]Bug Fixes[/b] Fixed a bug where the shop menu wasn’t closing properly Fixed a bug where certain Health Regeneration amounts were considered ints for the purpose of upgrading (for example, 1 Health Regeneration on an item when upgraded wouldn’t provide 1.3 after the upgrade) Fixed a bug that caused weapon-based abilities to gain twice as much scaling from the generic increased damage stat [b]Closing Words[/b] So that is everything for patch 0.5.1! Again I just want to say thank you to everyone who tried out Dungeon Exiles during the Next Fest and I hope you all enjoyed it! To play the newest update, ensure the main menu reads “0.5.1”. You may have to update, validate game files or re-install your game to play the newest update. Cheers, Gronkins