Dimensionals Patch Notes 0.5.2 - Public Playtest #1
Welcome Dimensionals!
Today marks a significant milestone for Dimensionals as we open our doors to the first round of public testing! We're thrilled to share this early build of the game with you all and can’t wait to hear what you have to say about it! Last month, we conducted a small playtest with a handful of streamers and received valuable feedback that we've incorporated into this public playtest. Whether you’re brand new to Dimensionals or you experienced it last month during the livestreams, we want to give you all a warm welcome as we invite you to check out the game for yourselves!
For our returning players, or curious newcomers, check out these patch notes below to see all the changes since your last excursion into the Rift.
New Features
- Equip Rarity
- We’ve added new border colours and rarity symbols to our cards! Now players can easily distinguish between Common, Rare, and Epic quality equips.
- We’ve also added new VFX shaders to make those Rare and Epic cards really pop!
- Add Hero Class icons to hero select:
- You can now see the Class Icon beside each hero banner in Character Select
- Each class has their own strengths they bring to the team, be sure to mix and match to find what works best for you!
- The Shield Icon indicates the character is a Tank
- The Sword Icon indicates the character is an Attacker
- The Plus Icon indicates the character is a Support
- You can now right to inspect equip upgrades
- Players can now Right-Click to inspect an equip to see what each upgrade level looks like!
- With this knowledge you can make informed decisions about what equips you want to upgrade to best suit your build.
- Inventory size has been increased to 9 slots
- The goal of our combat system in Dimensionals is to allow the player to prepare for various situations by having tools at the ready in their inventory.
- Being able to swap equips in and out between battles is a key component of mastering Dimensionals. You said it and we agreed, more inventory space is here!
- Hotkey Support (Phase 1)
- You can now use "ESC" button to close any screen or open the game menu
- You can now use "TAB" button to show / hide inventory on the Map screen.
- We’ll be adding more hotkey support in future patches.
Combat Updates:
- New Battles: The Rift
- We’ve added a slew of new battles into the game that don’t take place in any specific Dimension.
- These new Rift battles can be found on any map and provide a handful of new challenges for you to overcome.
- Be prepared, even the silliest looking denizens of the rift may surprise you with how tricky they can be.
New Enemy Specters:
Designer Note: With the introduction of the new Rift Battles we’ve got a handful of new Specters to challenge! From the hulking Masher to the slippery Basic Bob, the rift is full of new enemies! Our favorite addition are the Bobs, a race of deep space slimes capable of taking on a variety of attributes. There’s a loveable little Bob for every occasion, each with their own unique mechanics and personality.
- Bob Variants:
- Basic Bob
- Raging Bob
- Binding Bob
- Toxic Bob
- Reflective Bob
- Corrupted Bob
- Seeker
- Skitterer
- Masher
- Prowler
- Swarmer
- Fangcowl, the Constrictor (Rift Elite Battle)
Economy Changes
Designer Note: In our first playtest last month the economy was in a pretty generous state. For a universe ravaged by the Specter forces of Ragnarath there sure was a lot of gold just floating around! We’ve toned back how much gold is freely available to the player to better fit the intended difficulty. We’ve also reduced the number of items a shopkeeper stocks down to 3 to make it slightly harder to acquire multiple duplicates very early on in the game. These economy changes were made to make each purchase feel more impactful and make the player really consider the best purchases for their current point in time. Rather than being able to freely refresh the shop a multitude of times in the early game to pick up a ton of duplicates, players will now have a slightly lower power spike after Map 1 keeping the game feeling a bit more challenging in the early stages.
- Removed Gold reset between maps
- Now however much gold you had when you defeated the map boss carries over into the next map!
- Reduced gold earned from battles slightly down to 80 from 100
- Increased Shop Refresh cost slightly
- Removed refresh cost reset per battle
- Shops now reset their refresh costs at the start of each map
- Removed refresh cost reset per battle
- Reduced equips shown in the shop to 3 from 4
- Added Rarity to Potions:
- Common: 30g - Rage, Corruption, Refresh
- Rare: 50g - Poison, Cleanse,
- Epic: 60g - Damage, Healing, Mana
General Updates
- Updated Loot goblin death & flee animation timing
- New SFX for UI & Characters
- New color for Critical Hit damage text
- New icons to distinguish the Potion Shop and the Equip Shop on the Map
- Updated enemy and player hitboxes in combat
- The tutorials pop ups duration has been increased
- Tutorial Hints can now also be clicked to close if needed.
- New Animations
- Mystery Encounter Characters:
- JooJoo
- Time keeper
- Enemies:
- Bobs (New Rift Enemy)
- Hero Highlights:
- New animated backgrounds
- Mystery Encounter Characters:
- New Potion icons:
- Damage, Rage, and Corruption
Bug Fixes:
- Fixed the extra slot bug that prevented you from upgrading your equips when inventory is full
- Fixed bug where the Loot Goblin mystery encounter would loop forever even if a character died.
- Fixed issues when losing connection to Steam.
- Fixed issue where the Timewarp popup from a game over would show before the last hero died.
- Fixed various issues where enemies wouldn’t end their turn
- Fixed bug where gold from a defeated Treasure Goblin was kept after using a timewarp.
- Fixed the stuttering when mouse was moved while in dialogue
- Fixed issues causing multiple death animations to play when a specter was killed by a passive equip.
- Fixed equip hint size and locations
- Some tooltips were scrolled off the screen, this shouldn’t be the case anymore!
- Fixed various issues with the Refresh Mechanic not being properly counted in some cases