Dungeon Dash Changelog

Here is where you can follow all the improvements made to Zedwork!

Re: Dungeon Dash Changelog

Postby Zedwick » Thu Feb 07, 2019 3:02 pm

As of today, 1.13.2 is now the recommended client for playing DungeonDash.

1.13.2 compatibility
  • All known disconnect issues have been resolved.
  • General 1.13.2 client compatibility has been improved.
  • Resource pack has been updated to target 1.13.2 clients
  • Also Guardian beams are visible in 1.13.2, so this is even better than 1.12.2! :O
"Clothes make the man. Naked people have little or no influence on society." - Mark Twain
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Re: Dungeon Dash Changelog

Postby Dax23333 » Fri Mar 29, 2019 4:54 pm

Image

Its update time again!

Features:
-Documents on a secretive group within the Cult of Undeath have been discovered in some newly found areas, along with devices indicating far more intelligence than the majority of the Cult. It'll be up to you to find out what is going on. Who knows what the Cult could be plotting? Whatever it is, I don't think they'll take kindly to you charging in.
-Two new cap rooms can be found in the dungeon, although one appears to be locked... Must have something very powerful in it if somebody went through the trouble of locking it.
-Added Gold Titan Sword, a powerful sword for smiting large hoards of undead with searing flame.
-Added Sinister Syphos, an extremely powerful weapon. But at what cost?
-New advancements! Along with some super secret hidden ones, you can also now obtain advancements for completing the game in under 30 minutes, dealing 45 hearts (thats a lot of damage) in a single hit and dying to your own fireball. The vanilla Zombie Doctor advancement is now also available.

Changes:
-Advancement arrangement changed. Many advancements have been moved to different tabs, and a new Combat tab has been added. They are much neater now.
-Optimized special swords such as the Ability Sword and the two new swords.
-Iron golems now give the Witch Armor brew buff. Thats the resistance effecct one.
-Monsters on previous floors are now removed when you progress to the next one to reduce cpu load.

Fixes:
-Fixed shop villager infinite gold exploit.
-Fixed dungeon not generating properly when reset fails due to unloaded chunks.
-Fixed room redstone activating when a room generates over an old one left due to a reset failure.
-Fixed airship dispensers can be used to smuggle items.
-Resource pack now works with both 1.12.2 and 1.13.2 clients.
-You can no longer escape the airship area using a single BBQ. It has a barrier roof over the entire thing so don't even try.
-Fixed certain abilities and class items being able to hurt players when not on the Heroes team. This could happen in limbo, and was mostly a problem with Witches who could deal a lot of damage with thier brews.
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Re: Dungeon Dash Changelog

Postby Dax23333 » Tue Apr 30, 2019 1:26 pm

Changes on 30th of April 2019

Small patch to fix some issues which slipped through the net for the Sinister Science update.

Fixes:
-Fixed one door to the secret room would not open when correct code was entered.
-Speedy Spelunker advancement now checks hours. No more getting that advancement for your 1 hour 29 minute run!
-Fixed a rare possibility of getting stuck in the flooded room on the first floor with frost walker boots. Some torches have been added to melt the ice.

Changes:
-Made it slightly easier to keep mobs inside the cauldron.
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