Gameplay
The Dog
- Favor
- The Dog will now periodically favor something.
- When something is favored, interacting with it produces experience for the Dog and also generates Spirit.
- Tolerance
- Increases as the Dog levels up.
- Low level Dogs require significantly less Anger to reach 0% Tolerance.
- Friendship
- XP per Second is reduced to zero while the Dog is Angry.
- Spirit
- The Dog can be motivated to perform actions by earning Spirit.
- Spirit is generated whenever the Dog earns Experience Stars or Offerings.
- Whenever the Dog would perform an action, there is a chance to instead generate a Golden Spark.
- Dog Actions
- Removed SNIFF – Now broken out into two separate actions.
- Added BONES! – The Dog will sniff for buried Bones. Can be unearthed with DIG.
- Added METAL! – The Dog will sniff for buried Metal Ore. Can be unearthed with DIG.
- Added CHARM! – The Dog will sniff for Charms to add to a specific Structure.
- Added SPARK! – The Dog will produce Golden Sparks.
- The way the Dog decides their next action can be random or deterministic. For this update, the Dog’s actions always begin deterministic and quickly become random.
- Dog Behavior
- Lucky
- Their first actions are always Spark, Pet Charm, Spark, Pet Charm.
- Unlucky
- Their first actions are always Spark, Cop Charm, Spark, Cop Charm.
- Lucky
- Dog Levels
- Renamed ‘Endless Dog’ to ‘Ultimate Dog’.
Structures
- General
- When a structure runs out of resources, but then later gains resources, your character will resume working that Structure if you did not give them a new command.
- Your character will attempt to work the same structure they were working before entering a Stronghold or after leaving Stronghold.
- Smith
- Produces Armor at a rate of 2 Armor per 30 Work. (Previously 30 Armor per 30 Work)
- Produces Swords at a rate of 1 Sword per 60 work.
- No longer randomly chooses between producing Swords and Armor.
- Pet
- The amount of Tier XP required to increase its Tier is now higher than other structures.
- Cop
- Produces Jail Health at a rate of 1 Jail Health per 10 Work. (Previously 30 Jail Health per 30 Work)
- Produces Jail Health regardless of the presence of enemies. (Previously, only produced Jail Health if no enemies were being targeted)
Enemies
- Corruption Rework
- No longer can be mitigated by Prayer.
- No longer appears in Strongholds.
- When the timer for Corruption reaches zero, enemies are spawned.
- Higher Corruption stacks will spawn
- All Corruption is removed when the timer reaches zero.
- Corruption spawn rate increases with the number of players.
- The number of Corruption stacks that spawn increases with higher Dog levels.
- Warped Corruptor
- Health increased to 5,000 (up from 500)
- Spawns periodically starting at Dog Level 40.
Strongholds
- The Dog loses Stamina over time while inside of a Stronghold. The rate at which Stamina is lost increases with higher Stronghold levels up to a maximum rate of 60 Stamina per second.
- Progressively more enemies now spawn in higher level Strongholds, up to Stronghold 7 (Current difficulty cap.)
Claimables
- Claim Duration
- Larger stacks of claimables take longer to claim.
- Claim Speed is faster for 1 to 2 players.
- 1 Player – 4x Claim Speed
- 2 Players – 1.25x Claim Speed
- 3+ Players – 1x Claim Speed
- Golden Spark
- Now immediately trigger a Golden Dog. (Previously, added a Tile.)
- Adds 5 Seconds of Golden Dog per stack. (Previously, 60 seconds per stack.)
- Frenzy
- The amount of Skill XP granted from claiming Frenzy Items (GAVEL, FORGE, TREAT, INCENSE, DRILL), or Resources (SMELT, OFFER) scales up to a maximum value based on the stack size when claimed.
Rewards
Dog Level Up Rewards
- Reward votes now last 20 seconds (Previously: 1 minute)
- Participation is no longer required to vote for a reward, allowing players to jump in and grab rewards whenever they are on screen.
- Reward votes will no longer wait for offline players to vote. If all non-offline players have voted, then the vote will immediately end.
- When a chest opens, all of its contents will be shown at once. This cuts down on the amount of time spent waiting for rewards to end.
- It is no longer possible to roll the exact same reward in multiple PICK options during a reward vote.
Character Customization
A list of customizations and how to earn them is available on the π¨ Character Style page.
- New Commands: SKIN, BODY, HAIR, CROWN
- Type a number (no space) after the command to equip a different customization.
- Hair Customizations are all free, and can be dyed to a particular color by including that color in the command.
- HAIR3 BLUE
- A list of dyes can be found on the customizations page.
- Customizations can be purchased by typing BUYNOW <code>.
Quests
- Reaching Level 100 in each Skill will award a unique customization for that Skill.
- Reaching Level 100 in both Kick and Riot will unlock the Demon customization.
- Players must reach Level 40 in a particular Skill to unlock the Daily Quest for that Skill.
Polish
- Projectiles
- Updated the feel and look of many projectiles in the game.
- The projectile system now supports more dynamic / physical behaviors.
- Twitch Chat
- Skill commands now show a text-based XP bar to visualize progress.
- The message for successfully upgrading an item now mentions the item that was upgraded by name and level.
- Players
- Characters now visibly appear on top of most UI and projectiles in game, so that they are easier to see.
- UI
- Armor / Jail Meters:
- Added animation feedback when these are damaged.
- Updated the font colors to be slightly more muted.
- Friendship, Armor now have more muted icon colors.
- Added labels that display when modifiers are incremented up from zero. These labels can be inspected via the INSPECT command to reveal additional information.
- Claimables UI now has a softer background.
- Frenzy Item UI changed from βITEMβ to say βFRENZYβ.
- Updated the Item Use feedback to be bolder.
- Damage numbers are now larger, easier to read.
- Damage numbers for Structure Work are colored based on the structure.
- Damage numbers now also show an icon to better indicate what they are affecting.
- Damage numbers animate differently based on the value of the number. Negative numbers will animate downwards, while positive numbers will animate upwards. Large numbers will appear larger and shake slightly.
- Added VFX when Anger is incremented from zero.
- Removed meter displays from Structure Resources (Swords, Metal Ingots, Offerings) and Charms. Since these meters would move very quickly they provided little additional clarity.
- Armor / Jail Meters:
- Actors
- The Dog flashes red when they take damage.
- The Jail flashes red when it takes damage.
- Structures flash gray when they are worked.
- Audio
- Tuned the grace period between when sounds should merge, making it less likely that the same sound will stack additively at an unpleasantly high volume.
- Added a music that plays when the Dog begins to leave.