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Dungeon Blasters

An Action RPG Looter Shooter

File Details

dungeon blasters 0.7.5

  • B
  • Jan 18, 2024
  • 9.71 MB
  • 31
  • 1.16.5
  • Forge

File Name

dungeon blasters 0.7.5 1.16.5.zip

Supported Versions

  • 1.16.5

Mods

Added Quark Oddities

Removed Scannable

Removed Alchemistry, AlchemyLib, and ChemLib

All mods updated to latest versions except for TaC. Next patch will include the newest TaC version.


Added

Added Trial Dungeons. These are meant to replace the room pylons. They are sets of dungeons that spawn a "second floor" to your current dimdungeons dungeon. There are elemental dungeons, (fire, water, nature) and some others each with their own unique challenges to complete and rewards to loot.

Added basic resistances to most mobs

Added high/low resistances to elemental mobs 

Elemental mobs now primarily deal elemental damage.

Added more jewelry affixes related to element penetration and resistances

Added more onto the rooms in the crypt dungeon (the one with deepslate bricks and redstone lamps) to prevent dead ends and players/mobs getting lost or stuck


Removed

Incontrol spawner rules have been removed in the mirror dimension until I can figure out something fairer and less annoying.


Fixed

All dungeon modifiers that increase stats have been halved. They were too high to begin with and there are more opportunities for dungeon mods with better rolls in this update. I'm also planning on adding ways to combine or reroll the mods with a cost, probably through a workstation block.

Changed the recipe for cable insulator since it was conflicting with sleeping bags

Fixed some typos that accidentally gave more than 1 gun on amadron trades

Added more important items to loot beams config

Rebalanced the weight of some affixes

Decreased the energy regen stat on jewelry and weapons

Increased the energy on kill stat on jewelry and weapons - the difference between these two affixes was too high.

Trial pylons (Originally known as room pylons) will reroll their pylon type if the maximum amount of trial rooms have already spawned in the dungeon.

Adjusted loot tables

Breaking spawners in the dungeon dimension will now drop dungeon coins

Recycler now gives less emeralds when recycling guns

Added recipes to make mine and slash essences reverse craftable

Decreased health and damage of jolt blazes

Decreased health and damage of cinders

The mod table no longer disappears after the dungeon starts.

Some optimizations to structure loading in dungeons.

 

I want to focus the next few updates on reworking or adding to existing content. 

In the time I've played, here's what I think needs work:

  • Main boss rooms in dungeons
  • Wilderness dungeons
  • Infinite Dungeons, making the rewards worth running it, and rebuilding the dungeons I built for these because they are particularly boring and not very fun in my opinion.
  • Endless dungeons. The map is boring and unfinished. It could use some variety or interesting mechanics.
  • Making uniques powerful/interesting and adding a few ways for target farming them (on especially high difficulty settings)
  • The talent tree right now is a basic concept with no thought put into it other than "magic go up, melee go down, and theres a bunch of useful misc stuff near the middle."
  • Hunting logs. I'm planning on adding more mob types to hunt, a much larger selection of rewards, and more trees to pick from. 
  • Putting more into the nether, and giving the player a reason to want to go there.
  • Putting more into the mirror dimension, the ice and fire mobs, and the lost cities.
  • Making loot in general more exciting.