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Game Update #8.2[]

by DKDev_Chris » Mon May 13, 2019 11:49 am

Game Update #8.2 is now available!

New Trap Levels Dreadstone Upgrades - Keepers will now have the ability to upgrade most Traps, using Dreadstone, for powerful, unique effects!

Unfortunately our UI is not able to display each of these Upgrades in-game, so below you may find all pertinent details relating to them. All upgrades without UI support are marked with this symbol: *

  • Anti-Air: Level 31 - Dreadstone: 300 | +HP: 270 | +DMG: 36 | *Unlocks: +1 Range.
  • Bug Zapper: Level 31 - Dreadstone: 300 | +HP: 260 | +DMG: 8 | *Unlocks: 33% Damage reduction from Trolls.
  • Cannon: Level 31 - Dreadstone: 300 | +HP: 300 | +DMG: 70 | Unlocks: Large Damage increase.
  • Fire Trap: Level 31 - Dreadstone: 300 | +HP: N/A | +DMG: 97 | Unlocks: Large Damage increase.
  • Freeze Trap: Level 31 - Dreadstone: 300 | +HP: 750 | +DMG: N/A | Unlocks: Large Health increase.
  • Poison Trap: Level 31 - Dreadstone: 300 | +HP: 240 | +DMG: +8 | *Unlocks: +1 Range.
  • Dante's Mound: Level 15 - Dreadstone: 300 | +HP: 240 | +DMG: +24 | *Unlocks: +33% Lava Pool Damage.
  • U.R. Mine: Level 7 - Dreadstone: 300 | +HP: N/A | +DMG: +300 | *Unlocks: +1 Range.
  • Bomb: Level 7 - Dreadstone: 300 | +HP: N/A | +DMG: +300 | *Unlocks: +1 Range.
  • Boulder: Level 7 - Dreadstone: 300 | +HP: N/A | +DMG: +345 | Unlocks: Large Damage increase.
  • New Room and Minion Levels: Level 35 Available - Keepers may now Upgrade and Train many of their Rooms and Minions to Level 35!
  • New Guild Levels: Level 50 Guilds - Guilds may now reach Level 50 with 200 new Guild Achievements! In addition, the amount of Gold required to purchase Guild Perks 41-50 has been significantly reduced compared to the costs prior to Level 40.
  • New Guild Lair Levels: Level 10 Guild Lair - The Guild Lair may now be increased to Level 10! Each Upgrade after Level 5 costs Dreadstone and increases the Lair's population capacity by 1.
  • Raiding AdjustmentS: Plunderable Resource Thresholds - In order to assist the progression of lower level players, the maximum plunderable amount of Gold & Stone has been reduced from Dungeon Heart Levels 6-29 by roughly 50%.

Combat Balance Changes

Deeg & Dugger: In addition to the Dreadstone Upgrades made available to Deeg & Dugger in Update 8.1, the gruesome twosome will now also receive the following:

  • Level 36 --- *Unlocks: +50% Fire Damage Resist
  • Level 37 --- *Unlocks: +50% Physical Damage Resist
  • Level 38 --- *Unlocks: Add +1 Splash Damage (Max of 5 targets per hit)
  • Level 39 --- *Unlocks: +1% Structure Damage Bonus per Imp (+2% total)
  • Level 40 --- *Unlocks: +2% Structure Health Bonus per Imp (+4% total)
  • Total: HP: 7,300 | DMG: 1,280 | Now deals 750 Burrow Damage, has 300 Movement Speed, has a 30m Knockdown time, takes 50% less Fire and Physical Damage, +1 Splash Damage, +2% Structure Damage and +4% Structure Health Bonus per Imp.
  • New Achievements: New Achievements have been added to accompany the new Level 35 content!
  • New Dungeon Level Cap: The maximum DCR level players can achieve has been increased to 666!
  • Tournament Bonus Stars: New bonuses are now available with DCR 551-666, with an extra bonus for any Keepers who reach 666!
  • Bug Fixes: Implemented a fix for Spike Trap Level 27 incorrectly not increasing DCR or Damage.

From <http://forums.dungeonkeeper.com/viewtopic.php?f=4&t=12585>

HOTFIX Notes - Mar 26, 2019[]

by DKDev_Chris » Mon Mar 25, 2019 4:42 pm

New Hotfix!

Greetings Keepers,

We've made some balance changes to Magmaw. The affected levels are 36, 37, and 39.

Specifics can be found below, and the Game Update #8.1 thread has been updated as well.

Balance Changes

Magmaw:

  • Level 36: Replaced [+10% DMG reduction from Physical sources (35%)] with [Large DMG boost]
  • Level 37: Replaced [+15% DMG reduction from Physical sources (50%)] with [+0.2x damage to targets on fire (3.2)]
  • Level 38: No change.
  • Level 39: Replaced [+25% Healing from Fire Damage (x150%)] with [+0.3x damage to targets on fire (3.5)]
  • Level 40: No change.

From <http://forums.dungeonkeeper.com/viewtopic.php?f=4&t=12543>

HOTFIX Notes - Nov 6, 2018[]

by DKDev_Chris » Mon Nov 05, 2018 2:35 pm

New Hotfix!

Greetings Keepers,

We've recently fixed a number of bugs, as well as make a few balance adjustments. Here is a full list of recent changes.

Balance Changes

Sir Cophagus:

  • Increased Damage dealt to all Defensive Rooms by 15% (Up from -50% to -35%)
  • Decreased Damage dealt to the Dungeon Heart by 35%.
  • Decreased Weakness Damage by 2x. (Now starts at 9x instead of 11x and ends at 5x instead of 7x)
  • Increased Damage received by all Defensive Rooms and Traps by 2x. (Except for the Spike Trap)

Bug Fixes

Event Raids:

  • Fixed an issue that was causing Event Raids to temporarily stop triggering.

Immortals:

  • Fixed an issue that was causing Level 40 Magmaw to incorrectly Boost the Effectiveness of nearby enemies.
  • Fixed an issue that was causing Level 36+ Mortimer to incorrectly not instantly destroy Doors.
  • Fixed an issue that was causing Swampus to incorrectly take full damage from the Volcano Trap at all Levels.

From <http://forums.dungeonkeeper.com/viewtopic.php?f=4&t=12413>

Game Update #8.1[]

by DKDev_Chris » Mon Aug 27, 2018 1:12 pm

Game Update #8.1 is now available!

This update introduces a variety of exciting, new strengths for ALL Immortals. Harnessing the full potency of Dreadstone, Keepers will now be capable of unlocking extremely powerful new abilities for their favorite battlefield leaders! Be wary though, for these abilities come at a high cost, so choose carefully.

We do not expect anyone to fully Upgrade all of the Immortals anytime soon, but instead pick 1 or 2 to focus on and create a unique play-style tailored to that individual player.

Immortal Updates Below you may find all pertinent details regarding these upgrades and their costs. Unfortunately our UI is not able to display each of these upgrades in-game at this time. All upgrades of this nature are marked below with this symbol: *

Guard Post:

  • Level 8 --- Dreadstone: 1,000 | +HP: 8,000 | Unlocks: Immortal Levels 36-37
  • Level 9 --- Dreadstone: 1,500 | +HP: 11,000 | Unlocks: Immortal Levels 38-39
  • Level 10 --- Dreadstone: 2,500 | +HP: 15,000 | Unlocks: Immortal Levels 40

Horny:

  • Base Changes: None.
  • Level 36 --- Dreadstone: 1,000 | +HP: 175 | +DMG: 35 | *Unlocks: Add AoE Stun: Range - 2, Duration - 1s, CD - 10s
  • Level 37 --- Dreadstone: 1,500 | +HP: 175 | +DMG: 35 | *Unlocks: Stun duration +1sT
  • Level 38 --- Dreadstone: 2,000 | +HP: 175 | +DMG: 35 | *Unlocks: Stun CD -2.5s
  • Level 39 --- Dreadstone: 2,500 | +HP: 175 | +DMG: 35 | *Unlocks: Stun duration +1s
  • Level 40 --- Dreadstone: 3,000 | +HP: 175 | +DMG: 35 | *Unlocks: Stun Range +1 and Stun CD -2.5s
  • Total: HP: 4,795 | DMG: 910 | Now has an AoE Stun: Range - 3, Duration - 3s, CD - 5s.


Tiny:

  • Base Changes: Max number of targets hit increased from 3 to 5.
  • Level 36 --- Dreadstone: 1,000 | +HP: 200 | +DMG: 40 | Unlocks: +20 Movement Speed
  • Level 37 --- Dreadstone: 1,500 | +HP: 200 | +DMG: 40 | Unlocks: +60 Movement Speed
  • Level 38 --- Dreadstone: 2,000 | +HP: 200 | +DMG: 300 | Unlocks: Large DMG Boost
  • Level 39 --- Dreadstone: 2,500 | +HP: 800 | +DMG: 40 | Unlocks: Large HP Boost
  • Level 40 --- Dreadstone: 3,000 | +HP: 200 | +DMG: 40 | *Unlocks: Attack now damages all adjacent tiles (up to max)
  • Total: HP: 7,480 | DMG: 1,244 | Now has 230 Movement Speed and deals AoE damage.


Swampus:

  • Base Changes: Swampus was incorrectly taking bonus damage from low-level Ghosts, which has been fixed.
  • Level 36 --- Dreadstone: 1,000 | +HP: 300 | +DMG: 20 | *Unlocks: Healed by Poison Damage (50%)
  • Level 37 --- Dreadstone: 1,500 | +HP: 300 | +DMG: 20 | Unlocks: +3X Damage to Resource Rooms
  • Level 38 --- Dreadstone: 2,000 | +HP: 300 | +DMG: 20 | *Unlocks: +50% Healing from Poison Damage (100%)
  • Level 39 --- Dreadstone: 2,500 | +HP: 300 | +DMG: 20 | Unlocks: +6X Damage to Resource Rooms
  • Level 40 --- Dreadstone: 3,000 | +HP: 300 | +DMG: 20 | Unlocks: +25% Damage Reduction from Rooms and Traps
  • Total: HP: 7,870 | DMG: 442 | Now Healed for 100% of Poison Damage, deals 15X Damage to Resource Rooms, and takes 75% less damage from Rooms and Traps.


Deeg and Dugger:

  • Base Changes: None.
  • Level 36 --- Dreadstone: 1,000 | +HP: 1,000 | +DMG: 60 | Unlocks: Large HP Boost
  • Level 37 --- Dreadstone: 1,500 | +HP: 350 | +DMG: 60 | Unlocks: +150 Burrow Damage
  • Level 38 --- Dreadstone: 2,000 | +HP: 350 | +DMG: 60 | Unlocks: +100 Movement Speed
  • Level 39 --- Dreadstone: 2,500 | +HP: 350 | +DMG: 60 | Unlocks: +300 Burrow Damage
  • Level 40 --- Dreadstone: 3,000 | +HP: 350 | +DMG: 60 | Unlocks: Knockdown time reduced to 30 minutes
  • Total: HP: 7,300 | DMG: 1,280 | Now deals 750 Burrow Damage, has 300 Movement Speed, and a 30m Knockdown time.
  • Note: At 300 Speed, Deeg and Dugger will walk past Chicken Bombs before they detonate (if unimpeded).
  • Note: 30m Knockdown time currently translates to a 9 Gem Revive cost, 6 w/Resupply.


Mortimer:

  • Base Changes: None.
  • Level 36 --- Dreadstone: 1,000 | +HP: 400 | +DMG: 30 | *Unlocks: Instantly destroys Doors
  • Level 37 --- Dreadstone: 1,500 | +HP: 1,000 | +DMG: 30 | Unlocks: Large HP Boost
  • Level 38 --- Dreadstone: 2,000 | +HP: 400 | +DMG: 30 | *Unlocks: Takes 20% less damage from Room Defenses
  • Level 39 --- Dreadstone: 2,500 | +HP: 400 | +DMG: 100 | Unlocks: Large DMG Boost
  • Level 40 --- Dreadstone: 3,000 | +HP: 400 | +DMG: 30 | Unlocks: +2X Damage to Structures
  • Total: HP: 9,950 | DMG: 710 | Now instantly destroys Doors, takes 20% less damage from Rooms, and deals 9X Damage to Structures.
  • Note: After Level 35, Mortimer will instead simply kill Minions rather than fling them out of the Dungeon.


Glarrgl:

  • Base Changes: None.
  • Level 36 --- Dreadstone: 1,000 | +HP: 1,000 | +DMG: 25 | Unlocks: Large HP Boost
  • Level 37 --- Dreadstone: 1,500 | +HP: 300 | +DMG: 25 | Unlocks: +3.5s Disable Room Duration
  • Level 38 --- Dreadstone: 2,000 | +HP: 300 | +DMG: 25 | *Unlocks: Halves CD of Ink Ball, but also halves Disable duration
  • Level 39 --- Dreadstone: 2,500 | +HP: 300 | +DMG: 25 | *Unlocks: Increases all nearby allies' effectiveness for 3s every 30s
  • Level 40 --- Dreadstone: 3,000 | +HP: 300 | +DMG: 25 | *Unlocks: Increases all nearby allies' effectiveness for 5s every 20s
  • Total: HP: 8,570 | DMG: 813| Ink Ball's Disable Duration now lasts 6s and has a CD of 6s, and he now increases all nearby allies' Effectiveness for 5s every 20s.


Sir Cophagus:

  • Base Changes: Damage dealt to Defensive Rooms reduced by 50% and Resource Rooms by 75%. +3X to Weakness.
  • Level 36 --- Dreadstone: 1,000 | +HP: 275 | +DMG: 50 | Unlocks: +25 Movement Speed
  • Level 37 --- Dreadstone: 1,500 | +HP: 275 | +DMG: 50 | *Unlocks: Raises a Skeleton from up to 10 Tombstones
  • Level 38 --- Dreadstone: 2,000 | +HP: 275 | +DMG: 50 | *Unlocks: -20% Damage penalty against Traps. (From -50% to-30%)
  • Level 39 --- Dreadstone: 2,500 | +HP: 275 | +DMG: 50 | *Unlocks: Raises a Skeleton from up to 20 Tombstones
  • Level 40 --- Dreadstone: 3,000 | +HP: 275 | +DMG: 50 | *Unlocks: +1 Maximum Range
  • Total: HP: 7,475 | DMG: 2,512 | Now has 225 Movement Speed, Raises a Skeleton from up to 20 Tombstones, and has a Maximum Range of 11.
  • Note: If Sir Cophagus is Revived, his Maximum Raised count is reset.


Magmaw:

  • Base Changes: None.
  • Level 36 --- Dreadstone: 1,000 | +HP: 250 | +DMG: 120 | Unlocks: Large DMG boost
  • Level 37 --- Dreadstone: 1,500 | +HP: 250 | +DMG: 40 | *Unlocks: +0.2x damage to targets on fire (3.2x)
  • Level 38 --- Dreadstone: 2,000 | +HP: 250 | +DMG: 40 | *Unlocks: +25% Healing from Fire Damage (x125%)
  • Level 39 --- Dreadstone: 2,500 | +HP: 250 | +DMG: 40 | *Unlocks: +0.3x damage to targets on fire (3.5x)
  • Level 40 --- Dreadstone: 3,000 | +HP: 250 | +DMG: 40 | *Increases own effectiveness for 2s every 15s
  • Total: HP: 5,610 | DMG: 1,485 | Now deals 3.5x damage to targets on fire, is now healed for 125% of Fire Damage, and increases his own Effectiveness for 2s every 15s


  • New Campaign Maps: In order for players to preview each new Immortal prior to spending their Dreadstones, 3 new special Campaign Maps are now available to showcase each one.
  • The Road Not Taken: This is a special Attack mission that allows players to individually engage each Immortal at their new maximum Level in order to take a close look at their performance. The mission itself is simple and very straightforward, as its sole function is to provide players an easily accessible means of previewing each Level 40 Immortal.
  • None Dare Resist: In this Defense mission players will face off against 8, brutal waves, each one culminating in the appearance of a different, new Level 40 Immortal. Leading up each Immortal's arrival into your dungeon are hordes of Skeletons, Trolls, Ghosts, and Mistresses. Be prepared, this mission is very difficult!
  • Watch Your Step: Our final Campaign map with this update, this Attack mission pits the player against specialized versions of each Level 40 Immortal, which are highly resistant to Cluck Off and Dragon Breath. In addition, the Reinforced Walls here are extremely resilient against Bomb Wall and Burrow Damage, so players must, more or less, follow the designated path in order to proceed. Last but not least, this Dungeon also houses special Boulder and Fire traps that cannot be Disabled.

For any Keepers powerful enough to reach the Dungeon Heart, an old friend awaits you...Good luck! PS - No one in our internal QA team managed to defeat this dungeon. If you are the first to take it down, please post on the forums so we can hear your feedback!

  • Matchmaker Adjustments: We've made a few adjustments to the Matchmaker to account for the new Immortal Dreadstone Upgrades. Only players with Immortals of level 36 or higher should notice a difference.
  • New Dungeon Level Cap: The maximum DCR level players can achieve has been increased to 550!
  • New Cluck Off Levels: Cluck Off may now be Upgraded to Level 11.
  • New Dragon Breath Levels: Dragon Breath may now be Upgraded to Level 9.
  • New Achievements: New Achievements have been added for the new Guard Post and Spell Levels!
  • Tournament Bonus Stars: In order to account for the new surge in Power Rating from Level 40 Immortals, we have reconfigured a small number of the DCR-related Bonus Star formula. This change only affects Dungeons with a DCR of 425 or higher.
  • Bug Fixes: Mortimer was incorrectly showing a Movement Speed of 300 on the UI, when it was actually 200.

From <http://forums.dungeonkeeper.com/viewtopic.php?f=4&t=12330>

HOTFIX Notes - May 25, 2018[]

by DKDev_Chris » Fri May 25, 2018 2:26 pm Greetings Keepers,

We realize that a good number of players have been locked out of the game while waiting for the TU8 client to appear in their local stores. While we can't control this ourselves, we understand that this is a poor experience, to put it lightly.

As such, we are activating 7 free days of DK Premium, so once your service has been restored this Boost will be automatically activated. Any players who currently have DK Premium active will experience a week-long extension of service.

We sincerely apologize for the inconvenience caused by this outage.

From <http://forums.dungeonkeeper.com/viewtopic.php?f=4&t=12200>

Game Update #8.0[]

by DKDev_Chris » Wed May 23, 2018 2:18 pm


Game Update #8.0 is now available to all Keepers!

  • New Client: Game Update #8.0 comes with a brand new client, which houses a number of stability and performance improvements!
  • New Content: This update includes a variety of improvements both for our veteran and brand new DK players! For the former, new end-game content has been made available, as well as some balance adjustments. For our new players, we have significantly reduced Build/Train/Upgrade times across the board to get you into the action faster than ever before!
  • New Levels: New Levels - Keepers may now Upgrade and Train many of their Rooms, Traps, and Minions to Level 30!

New Player Progression Curve:


Reduced Build/Training Times! - Nearly all Building, Upgrading, and Training times have been reduced across the board. The lower the level, the bigger the reduction! This change is aimed at helping our newest Keepers get up to speed quicker than ever! Here are some breakdowns:

  • Levels 1-10 - Build, Upgrade and Training times have been drastically reduced here. With a healthy Gold and Stone income, new players should now progress extremely quickly through these levels.
  • Levels 11-20 - Build, Upgrade and Training times have been moderately reduced at these levels. In some cases, Keepers may find these times to be approximately half of their previous.
  • Levels 21-30 - Build, Upgrade and Training times have been slightly reduced.

Balance Adjustments:

  • Magmaw - Magmaw's bonus damage dealt to targets that are on-fire was dealing less damage than intended, which has been fixed with this update. In addition, Magmaw now receives approximately 25% less damage from Physical sources, and has had his Movement Speed slightly reduced in order to keep him from getting too far ahead of the pack.
  • Sir Cophagus - Sir Cophagus's Health has been increased, and his damage dealt to Traps has been reduced by 50%. In addition, the base range for Abyssal Beam has been reduced from 6 to 4, while its extension has been increased from 4 to 6.

New Additions:

  • New Walls: Wall Level 17 - Keepers may now Upgrade their Walls to Level 17. These Walls have a dark red center, so be prepared before attempting to Bomb them!
  • New Bomb Wall: Bomb Wall Level 16 - Bomb Wall may now be Upgraded to Level 16.
  • New Quests: New Quests - New quests are available to accompany all Level 30 content, and everything in between.
  • New Achievements: New Achievements - For our veteran players, many will notice numerous unlocked achievements as soon as they log in. This is because we've added a host of new tiers to old achievements to make them more current, so enjoy the free Gems! For our newer players, you'll now have to progress much less before unlocking the next tier on many different achievements!
  • New Dungeon Level Cap: DCR Cap Increase - The maximum DCR level players can achieve has been increased to 450. This includes many new Star bonuses during Tournaments for any Keepers ascending to ranks 400 and beyond!
  • Known Issues: Due to a technical problem, Gold Mine and Stone Quarry Upgrades beyond Level 25 will not increase Gold/Stone generation, and will only increase storage. To accommodate this, the Upgrade costs for these have been significantly reduced in comparison to similar Upgrades.

From <http://forums.dungeonkeeper.com/viewtopic.php?f=4&t=12192>

Re: Matchmaker Changes[]

by DKDev_Chris » Tue May 08, 2018 11:17 am Greetings Keepers,

I've received a few inquiries as to the nature of the most recent change made to the matchmaker. Rather than reply individually, here is what changed:

Our matchmaker essentially divides players up into various brackets, depending on a long list of variables. These include things like dungeon level, highest Room level, Training, Spells, etc etc. This list goes on, but you get the idea. All of these variables are then used to allocate each player a corresponding value which is used to place them into their bracket.

This most recent change simply added a few new variables and some additional brackets.

I cannot go into too much detail beyond that, but hopefully this answers your questions!

From <http://forums.dungeonkeeper.com/viewtopic.php?f=7&t=12169>

Bug Fixes[]

by DKDev_Chris » Thu Oct 19, 2017 10:04 am Greetings Keepers,

In case anyone missed it in among the various topics, we're rolling out a few bug fixes today. Well, technically one is already Live, and the other will be rolled out today around 12:00pm EST.

Bile Demons were incorrectly dealing increased damage to Doors, which has since been corrected. That fix went Live yesterday.

We're also rolling out a fix today for the Dungeon Heart (Level 10+) incorrectly dealing Normal damage instead of Fire damage. Trolls be warned, as they will now be correctly taking increased damage from this source.

From <http://forums.dungeonkeeper.com/viewtopic.php?f=4&t=11976>

New Patch (9/26)[]

by DKDev_Chris » Mon Sep 25, 2017 3:00 pm


New Content: New Levels!- Level 25 Rooms, Traps, and Minions are now available! Players may notice a significant increase in Minion strength accompanying these upgrades. These are intentional and intended to narrow the gap in power between the attacker and the defender given the Minion population capacity restrictions.

New Room Levels:

  • New Dungeon Heart Level - Dungeon Heart Level 25 is now available! The lifeblood of your Dungeon awaits new glory, Keeper.
  • New Workshop Level - Workshop Level 25 is now available! Is that an additional Homing Buzzsaw I see being loaded?
  • New Library Level - Library Level 25 is now available! Devastate your opponents with more Mana than ever!
  • New Hatchery Level - Hatchery Level 25 is now available, as is its level 25 Eggshell Mortar!
  • New Training Room Level - Training Room Level 25 is now available! Slice and Dice to your heart's content!
  • New Temple Level - Temple Level 25 is now available! Soul Siphon beckons for more souls!
  • New Graveyard Level - Graveyard Level 25 is now available! Prepare the Gaseous Skull Mortar!
  • New Torture Chamber Level - Torture Chamber Level 25 is now available! Unleash the Caged Lightning!
  • New Gold Mine and Stone Quarry Level - Gold Mine and Stone Quarry Level 25 is now available! Shower your Dungeon with riches!
  • New Treasury and Warehouse Level - Treasury and Warehouse Level 15 is now available! Amass new levels of wealth!

New Minion Levels:

  • New Skeleton Level - Skeleton Level 25 is now available! What army is complete without a Skeleton?! Who else will trigger those nasty single-use Traps?
  • New Troll Level - Troll Level 25 is now available! The Troll sees 2 Strenth and 1 Weakness improvements with these upgrades...time to duck and cover!
  • New Bile Demon Level - Bile Demon Level 19 is now available! The Bile Demon sees 5 level increases with this update. That's right, 5! Have one lead the charge and good things are bound to happen!
  • New Necromancer Level - Necromancer Level 16 is now available! The Necromancer can now raise a cool 30 Skeletons each. A 1-man conga line!
  • New Warlock Level - Warlock Level 25 is now available! Pew-pew like never before!
  • New Ghost Level - Ghost Level 17 is now available! The Ghost sees a new Strength increase with this update. Let the heads roll!
  • New Vampire Level - Vampire Level 10 is now available! Transform the Vampire into a re-generating nightmare that just won't die!
  • New Mistress Level - Mistress Level 12 is now available! Someone has to keep all these Minions in line!
  • New Dragon Whelp Level - Dragon Whelp Level 9 is now available! His boulder is truly a forced to be reckoned with now.

New Trap Levels:

  • New Wall Level - Level 16 Reinforced Walls are now available, along with a shiny new look!
  • New Spike Trap Level - Spike Trap Level 25 is now available! Stop those Bile Demons and Vampires dead in their tracks! Or is that undead in their tracks...
  • New Cannon Trap Level - Cannon Trap Level 25 is now available! Hit the deck!
  • New Fire Trap Level - Fire Trap Level 25 is now available! A Troll's worst friend, but Magmaw's best friend!
  • New Freeze Trap Level - Freeze Trap Level 25 is now available! Slow duration can now be increased up to 7s per hit!
  • New Poison Trap Level - Poison Trap Level 25 is now available! Keep those Warlocks away from this one!
  • New Anti-Air Trap Level - Anti-Air Trap Level 25 is now available! Tiny fly-by's may find these a bit...anti-climatic!
  • New Bug Zapper Trap Level - Bug Zapper Trap Level 25 is now available! It's only the best Trap around!
  • New Chicken Bomb Trap Level - Chicken Bomb Trap Level 6 is now available! A chicken that cooks itself; what a time to be alive!
  • New Boulder Trap Level - Boulder Trap Level 6 is now available! A new level of pancake-y-ness awaits your attackers!
  • New U.R.Mine Trap Level - U.R.Mine Trap Level 6 is now available! U.R. outta luck if this hits you!

Other New Addittions:

  • Tournament Starting Time Changes: Rolling Tournament Times Return- Starting this Friday, rolling tournament start times will be returning. The dev team will be monitoring tournament details over the coming weeks to determine if this change will be permanent.
  • New Quests and Achievements: New Quests - New quests for nearly all Rooms have been made available to all Keepers!
  • New Achievements - There are new Achievements, along with their Gem prizes, available for players to accompany their rise to level 25 Rooms and Minions.
  • New Dungeon Level Cap: DCR Cap Increase - The maximum DCR level players can achieve has been increased. These levels grant a variety of new Tournament Star bonuses!

Known Issues:

  • Aftering upgrading Gold Mines and Stone Quarries to level 25, Gold and Stone will be generated so quickly that some players may find it difficult to select these Rooms, but a simple double-tap will bypass the problem.

From <http://forums.dungeonkeeper.com/viewtopic.php?f=4&t=11933>

Game Update #7.0[]

by DKDev_Chris » Wed Feb 01, 2017 1:14 pm


Game Update 7.0 (Be sure to get the new client when it becomes available in your platform's store! For the first 24 hours or so after this update goes live, it will likely be necessary to manually update your game client)

New Immortals:

  • Magmaw - This fiery fiend is eager to be unleashed! Embracing the power of the flame, this Immortal deals additional damage to any targets that are on-fire, and is even healed by fire damage! Training this Immortal will increase the power of his "Charring Bite" ability (which sets his target ablaze), the amount of additional damage dealt to targets on-fire, and decreases his susceptibility to Freeze Traps. Tip - This Immortal can be targeted by the attacking player's Dragon Breath Spell!
  • Sir Cophagus - Back from the dead, Sir Cophagus has seen fit to grace us with his royal presence. He brings with him his knowledge of the beyond in the form of the dreaded "Abyssal Beam". This devastating attack deals damage to everything in its path! Training this Immortal will increase the power of the Abyssal Beam and decreases his susceptibility to Spike Traps. Tip - Look for targets bunched together for maximum destruction!
  • Note - Both Immortals have a DCR requirement for purchase.

New Content:

  • New Room Levels - Nearly all Rooms can now be upgraded to level 20. These will unlock access to additional Traps, additional Minion levels, and even boost unique bonuses to Rooms! As part of this change, you will notice various adjustments have been made to Room levels up to the current cap (13). Generally speaking, Bolster costs and build times have been decreased, Resource generation has been increased, and additional achievements have been added. Note - Dungeon Heart upgrades will now require Gold instead of Combat Points for levels 11-20.
  • New Minion Levels- Tons of new Training levels have been made available to your Minions! Train your armies to unlock the full potential of their unique abilities!
  • New Trap Levels- A wealth of new Trap upgrades have been made available. Refine your defenses to make your opponent think twice about stealing your resources!
  • New Wall Levels- 4 new Walls await your construction, each with their own, new look!
  • New Bomb Wall Levels- New Research levels of Bomb Wall are available to all Keepers, with the ability to unlock a 6th and 7th Bomb drop!
  • New Event Raids- Two new Event Raids will be added to the Event Raid rotation, each one featuring one of the new Immortals as a way for players to see them in action!
  • Deeg and Dugger: Burrow Improvement- The Burrow ability now scales with all of Deeg and Dugger's Training levels!
  • UI Improvements: Opponent DCR Now Present on the Raid Screen - Attackers can now see the DCR of their opponent to provide better information about their potential target.
  • Player DCR Now Present on Guild Chat Window - Players can now see the DCR of their Guild mates in the Chat window in order to compare their strength.
  • Economy Changes:
  • New Upgrade Times - In order to smooth out the ramp in upgrade times, players will notice that many of their current (level 13 or below) upgrade times have been reduced.
  • Progression Rebalance - Some players will notice that their DCR may have been increased. In addition, players will progress through new Levels at a considerably faster rate after reaching Level 100.
  • Resource Purchase Costs Decreased - The purchase cost of Gold and Stone has been significantly decreased.
  • Dig Times Reduced - Gem Vein dig times have been reduced to 2 hours, and Hard Gem Vein dig times have been reduced to 6 hours.
  • New Achievements and Quests - New achievements and quests have been made available to all Keepers on their way to the new level cap!

Misc:

  • New Tournament Bonus Stars - While there are too many to mention here, a plethora of new Star bonuses are now available for players, including new Dungeon Heart and DCR bonuses!
  • DCR Cap Increase- The maximum DCR level players can achieve has been vastly increased. Will you be the first to reach the new cap?!
  • Gold Color Tint Applied to Guild Chat - Players who have completed the "Master of the Elements" achievement will now have their names tinted gold in the Guild Chat window.

Bug Fixes:

  • Fixed a victory condition bug related to Defense missions.
  • Fixed a tinting issue with with level 11+ Rooms

Known Issues:

  • The Immortal level incorrectly shows the DCR requirement when viewing Magmaw and Sir Cophagus's stats before purchase.
  • There was a problem with the way some of our translations came back for all languages other than English. Most of which were fixed but there are probably a few we missed

From <http://forums.dungeonkeeper.com/viewtopic.php?f=4&t=11685>

Level 13 Rooms![]

by DKDev_Chris » Thu Jun 09, 2016 2:36 pm


Greetings Keepers,

  • Almost all Rooms are getting a level bump! These include: The Dungeon Heart, Gold Mine, Stone Quarry, Workshop (with additional Traps), Graveyard, Hatchery, Temple, Training Room, Library and Torture Chamber.
  • In addition, the Skeleton, Troll, Warlock, Necromancer, Ghost and Mistress can also be increased in level.

Enjoy!

From <http://forums.dungeonkeeper.com/viewtopic.php?f=4&t=11439>

5/19 Guild Server Maintenance[]

by DKDev_Chris » Thu May 19, 2016 2:43 pm Greetings Keepers,

We will be bringing the Guild server down in just a moment for some standard maintenance. Estimated downtime is less than 30 minutes.

  • In addition, we are also lowering the Tournament qualifying thresholds by 100 Stars (300 down from 400).

From <http://forums.dungeonkeeper.com/viewtopic.php?f=4&t=11412>

Level 12 Rooms![]

by DKDev_Chris » Thu Apr 28, 2016 12:02 pm


Greetings Keepers,

  • We are happy to announce the arrival of level 12 Rooms! The following Rooms can now be upgraded to level 12: Dungeon Heart, Gold Mine, Stone Quarry, Graveyard, Hatchery, Temple, Training Room, Library and Torture Chamber.

Commence Imp Slapping!

From <http://forums.dungeonkeeper.com/viewtopic.php?f=4&t=11380>

Training Room 11[]

by DKDev_Chris » Thu Apr 21, 2016 3:19 pm


Greetings Keepers,

  • The level cap of the Training Room and Necromancer have been increased by 1!

Enjoy!

From <http://forums.dungeonkeeper.com/viewtopic.php?f=4&t=11375>


Library Level 11[]

by DKDev_Chris » Tue Mar 08, 2016 12:54 pm


Greetings Keepers,

  • Starting this Thursday, 3/10, at approximately 2:00 PM EST, the level cap on the Library is being increased to 11, which will also grant +25 Mana storage. In addition, the Warlock level cap is increasing to 11.

Happy hunting!

From <http://forums.dungeonkeeper.com/viewtopic.php?f=4&t=11301>

Graveyard Level 11 & Tournament Modifications[]

by DKDev_Chris » Thu Feb 18, 2016 11:57 am

Greetings Keepers,

Starting this Thursday, 2/18, at approximately 3:00 PM EST, we'll be pushing an update to the servers that increases the level cap of the Graveyard and Vampire by 1. In addition, we'll be modifying some Tournament Star bonuses.

Here is a comprehensive list of each bonus at their new values:

Player Dungeon Heart Level / Bonus:

  • Levels 1-4 / 0 Stars
  • Level 5 / 1 Stars
  • Level 6 / 1 Stars
  • Level 7 / 2 Stars
  • Level 8 / 2 Stars
  • Level 9 / 3 Stars
  • Level 10 / 4 Stars
  • Level 11 / 5 Stars

Opponent Dungeon Heart Level / Bonus:

  • Levels 1-4 / 0 Stars
  • Level 5 / 3 Stars
  • Level 6 / 4 Stars
  • Level 7 / 5 Stars
  • Level 8 / 6 Stars
  • Level 9 / 7 Stars
  • Level 10 / 8 Stars
  • Level 11 / 10 Stars

Player League Level / Bonus:

  • Bronze 1 – Silver 3 / 0 Stars
  • Gold 1 / 1 Star
  • Gold 2 / 2 Stars
  • Gold 3 / 3 Stars
  • Obsidian 1 / 4 Stars
  • Obsidian 2/ 5 Stars
  • Obsidian 3 / 6 Stars
  • Dread 1 / 7 Stars
  • Dread 2 / 8 Stars
  • Dread 3 / 9 Stars

Opponent League Level / Bonus:

  • Bronze 1 – Silver 3 / 0 Stars
  • Gold 1 / 1 Star
  • Gold 2 / 2 Stars
  • Gold 3 / 3 Stars
  • Obsidian 1 / 5 Stars
  • Obsidian 2/ 6 Stars
  • Obsidian 3 / 7 Stars
  • Dread 1 / 35 Stars
  • Dread 2 / 50 Stars
  • Dread 3 / 75 Stars

Player Level / Bonus:

  • 1-20: 1 Star
  • 21-40: 3 Stars
  • 41-60: 5 Stars
  • 61-80: 10 Stars
  • 81-90: 20 Stars
  • 91-100: 35 Stars
  • 101+: 50 Stars

Opponent Level / Bonus:

  • 1-20: 1 Star
  • 21-40: 3 Stars
  • 41-60: 5 Stars
  • 61-80: 10 Stars
  • 81-90: 60 Stars
  • 91-100: 120 Stars
  • 101+: 200 Stars

From <http://forums.dungeonkeeper.com/viewtopic.php?f=4&t=11254>

Tournament Victory Stars Formula Tweaks[]

by DKDev_Chris » Wed Nov 18, 2015 6:53 pm Hey all,

Edit - Here are the modified Star bonuses, including the new DCR bonuses.

Player Dungeon Heart Level / Bonus:

  • Levels 1-4 / 0 Stars
  • Level 5 / 1 Stars
  • Level 6 / 1 Stars
  • Level 7 / 2 Stars
  • Level 8 / 2 Stars
  • Level 9 / 3 Stars
  • Level 10 / 4 Stars
  • Level 11 / 5 Stars

Opponent Dungeon Heart Level / Bonus:

  • Levels 1-4 / 0 Stars
  • Level 5 / 3 Stars
  • Level 6 / 4 Stars
  • Level 7 / 5 Stars
  • Level 8 / 6 Stars
  • Level 9 / 7 Stars
  • Level 10 / 8 Stars
  • Level 11 / 10 Stars

Player League Level / Bonus:

  • Bronze 1 – Silver 3 / 0 Stars
  • Gold 1 / 1 Star
  • Gold 2 / 2 Stars
  • Gold 3 / 3 Stars
  • Obsidian 1 / 4 Stars
  • Obsidian 2/ 5 Stars
  • Obsidian 3 / 6 Stars
  • Dread 1 / 7 Stars
  • Dread 2 / 8 Stars
  • Dread 3 / 9 Stars

Opponent League Level / Bonus:

  • Bronze 1 – Silver 3 / 0 Stars
  • Gold 1 / 1 Star
  • Gold 2 / 2 Stars
  • Gold 3 / 3 Stars
  • Obsidian 1 / 5 Stars
  • Obsidian 2/ 6 Stars
  • Obsidian 3 / 7 Stars
  • Dread 1 / 35 Stars
  • Dread 2 / 50 Stars
  • Dread 3 / 75 Stars

Player Level / Bonus:

  • 1-20: 1 Star
  • 21-40: 3 Stars
  • 41-60: 5 Stars
  • 61-80: 10 Stars
  • 81-90: 20 Stars
  • 91-100: 35 Stars
  • 101+: 50 Stars

Opponent Level / Bonus:

  • 1-20: 1 Star
  • 21-40: 3 Stars
  • 41-60: 5 Stars
  • 61-80: 10 Stars
  • 81-90: 60 Stars
  • 91-100: 120 Stars
  • 101+: 200 Stars

From <http://forums.dungeonkeeper.com/viewtopic.php?f=4&t=10973>

Hatchery Level 11[]

by DKDev_Chris » Tue Feb 02, 2016 3:30 pm Greetings Keepers,

  • Starting this Wednesday, 2/3, at approximately 12:00 PM EST, the level cap on the Hatchery and Bile Demon are being increased by 1. Note - Population cap is not increasing.
  • We're also increasing the player level cap. Will you be the first to reach the new maximum?!

Enjoy!

From <http://forums.dungeonkeeper.com/viewtopic.php?f=4&t=11216>

Workshop Level 12 and New Tournament Star Bonus![]

by DKDev_Chris » Thu Jan 14, 2016 7:20 pm Greetings Keepers,

  • Starting this Friday, 1/15, at approximately 12:00 PM EST, we'll be pushing an update to the servers that increases the level cap of the Workshop and Troll to 12.
  • In addition, we've introduced 2 new Tournament Star bonuses that will be in effect for the next Tournament.

Some of the existing Tournament Star bonuses have been adjusted while the bonuses were introduced. Here's the full list:

Player Dungeon Heart Level / Bonus: • Levels 1-4 / 0 Stars • Level 5 / 1 Stars • Level 6 / 1 Stars • Level 7 / 2 Stars • Level 8 / 2 Stars • Level 9 / 3 Stars • Level 10 / 4 Stars • Level 11 / 5 Stars Opponent Dungeon Heart Level / Bonus: • Levels 1-4 / 0 Stars • Level 5 / 3 Stars • Level 6 / 4 Stars • Level 7 / 5 Stars • Level 8 / 6 Stars • Level 9 / 7 Stars • Level 10 / 8 Stars • Level 11 / 10 Stars Player League Level / Bonus: • Bronze 1 – Silver 3 / 0 Stars • Gold 1 / 1 Star • Gold 2 / 2 Stars • Gold 3 / 3 Stars • Obsidian 1 / 4 Stars • Obsidian 2/ 5 Stars • Obsidian 3 / 6 Stars • Dread 1 / 7 Stars • Dread 2 / 8 Stars • Dread 3 / 9 Stars Opponent League Level / Bonus: • Bronze 1 – Silver 3 / 0 Stars • Gold 1 / 1 Star • Gold 2 / 2 Stars • Gold 3 / 3 Stars • Obsidian 1 / 5 Stars • Obsidian 2/ 6 Stars • Obsidian 3 / 7 Stars • Dread 1 / 8 Stars • Dread 2 / 10 Stars • Dread 3 / 12 Stars Player Level / Bonus: • 1-20: 1 Star • 21-40: 3 Stars • 41-60: 5 Stars • 61-80: 10 Stars • 81-90: 30 Stars • 91-100: 75 Stars • 101: 150 Stars Opponent Level / Bonus: • 1-20: 1 Star • 21-40: 3 Stars • 41-60: 5 Stars • 61-80: 10 Stars • 81-90: 30 Stars • 91-100: 75 Stars • 101: 200 Stars

From <http://forums.dungeonkeeper.com/viewtopic.php?f=4&t=11159>

Temple Level 11[]

by DKDev_Chris » Thu Jan 07, 2016 5:06 pm

Greetings Keepers,

Starting this Thursday, 1/7, at approximately 5:00 PM EST, the level cap on the Temple and Ghost are being increased by 1.

From <http://forums.dungeonkeeper.com/viewtopic.php?f=4&t=11143>

Torture Chamber Level 11[]

by DKDev_Chris » Fri Dec 11, 2015 11:11 am

Greetings Keepers,

Starting this Friday, 12/11, at approximately 12:00 EST, the level cap on the Torture Chamber and Mistress are being increased by 1.

From <http://forums.dungeonkeeper.com/viewtopic.php?f=4&t=11075>

Game Update #6.0[]

by DKDev_Chris » Mon Nov 16, 2015 12:01 pm

Game Update 6.0

(Be sure to get the new client when it becomes available in your platform's store! For the first 24 hours or so after this update goes live, it will likely be necessary to manually update your game client)

New Features:

  • New Immortal - Glarrgl- Glarrgl the sea-monster has emerged from the depths and is poised to leave his mark on this realm! Glarrgl's special powers include the ability to temporarily disable defensive Rooms and the ability to Stun enemy Minions. In addition, his dreaded Ink Ball attack becomes more powerful (cooldown reduced and disable duration increased) every 5 Training levels, but will require a hefty amount of Dreadstone. Note - Initial purchase requires Gems.
  • New Campaign Maps - Battle of the Elements!- A new Evil has taken hold in the realm, threatening to seize everything you have conquered throughout your domain! 10 new themed Campaign missions are available to any who would undertake the challenge, where Keepers must face off against the lieutenants of "The Aether". Make no mistake - this endeavor is not for the weak of heart. Only the most diabolical and fearsome Keepers will stand even the slightest chance against these enemies. The few who are victorious will earn the distinct privilege of challenging the fallen lord himself, one who possesses but a single weakness. Unlikely as it may be, any Keeper who discovers his vulnerability and defeats this champion will make their prowess known to any would-be attacker, displaying their names in gold for all to see, in addition to earning a sizable amount of Gems. Note - Players must have completed the Campaign mission "Tomb of the Giants" in order to access the Elemental missions.
  • Daily Tribute- Players will now receive a Gem bounty (possibly including Dreadstones) once a day when they log in. The size of the reward is directly dependent on the number of Friends you have actively keeping dungeons. In addition, any time your number of active Friends increases, you'll receive a one-time boon of Gems and Dreadstones when claiming your Daily Tribute!
  • Dungeon Heart Level 11- Turn your Heart into an unbreakable fortress! Level 11 grants you an additional Skeleton level, as well as increased HP, Damage, and access to our other level 11 content! Note - Players will need all Gold Mines claimed in order to house enough Gold to Train their Skeletons to level 11.
  • Workshop Level 11- Take your Workshop and Trolls to new heights with the level 11 Workshop! The level 11 Workshop will also grant another Dante's Mound and U.R. Mine as well as two additional Anti-Air Traps. Note - Players will need all Gold Mines and Stone Quarries claimed in order to house enough Gold and Stone to Upgrade their Workshop to level 11 and Train their Trolls to level 11.
  • Gold Mines and Stone Quarries Level 11- Earn even more Gold and Stone every minute by upgrading your generators!
  • Treasury and Warehouse Level 11- Level 11 Minions and Rooms take lots of Gold and Stone to upgrade. Start hoarding!
  • Dreadstone Converter- Players will now have the option to convert any unwanted Dreadstones into Gems at their leisure. Just be warned, the process is irreversible!
  • Notification Tab- Sales, Promotions, or other special events will now be displayed in-game via a new Notifications tab, located next to your Attack and Defend replays.
  • Room Badges- Rooms will now display a badge above them, indicating the level of said Room. If desired, these badges can be disabled from view (in Build-mode only) via the Settings window.
  • Pre-Raid Boost Disable Option- After listening to your feedback, players will now have the option to disable the Pre-Raid Boosts from displaying on the UI. This option can be found in the Settings window.
  • New Achievements- New achievements await all of our Keepers. This includes acquiring the new Immortal, upgrading the Dungeon Heart and Workshop to 11, completing the new Campaign missions, earning a seat in our new Dread Leagues, and lots more!
  • New League of Evil Brackets- Players will now be able to compete for seats in our new Dread Leagues II and III for even more rewards! 4500 Trophies gets you into Dread II, where 225,000 Gold/Stone and 110 Combat Points await you after every victory. 5800 Trophies gets you into Dread III, where 250,000 Gold/Stone and 120 Combat Points are yours after every success. Note - Players that are already above these Trophy thresholds will need to perform a Raid to unlock the League related achievements.
  • Bonus Star Modifications- We're making a few additional adjustments to the way bonus stars are earned. Here's a breakdown of what our Tournament Bonus Star formulas will look like with game update 6.0 and the new Dungeon Heart and Dread League Levels:

Tournament Bonus Stars:

  • Player Dungeon Heart Level / Bonus:

• Levels 1-4 / 0 Stars • Level 5 / 1 Stars • Level 6 / 1 Stars • Level 7 / 2 Stars • Level 8 / 2 Stars • Level 9 / 3 Stars • Level 10 / 4 Stars • Level 11 / 5 Stars Opponent Dungeon Heart Level / Bonus: • Levels 1-4 / 0 Stars • Level 5 / 3 Stars • Level 6 / 4 Stars • Level 7 / 5 Stars • Level 8 / 6 Stars • Level 9 / 7 Stars • Level 10 / 8 Stars • Level 11 / 10 Stars Player League Level / Bonus: • Bronze 1 – Silver 3 / 0 Stars • Gold 1 / 1 Star • Gold 2 / 2 Stars • Gold 3 / 3 Stars • Obsidian 1 / 4 Stars • Obsidian 2/ 5 Stars • Obsidian 3 / 6 Stars • Dread 1 / 7 Stars • Dread 2 / 8 Stars • Dread 3 / 9 Stars Opponent League Level / Bonus: • Bronze 1 – Silver 3 / 0 Stars • Gold 1 / 1 Star • Gold 2 / 2 Stars • Gold 3 / 3 Stars • Obsidian 1 / 5 Stars • Obsidian 2/ 6 Stars • Obsidian 3 / 7 Stars • Dread 1 / 35 Stars • Dread 2 / 50 Stars • Dread 3 / 75 Stars Player Level / Bonus: • 1-20: 1 Star • 21-40: 3 Stars • 41-60: 5 Stars • 61-80: 10 Stars • 81-90: 20 Stars • 91-100: 35 Stars • 101+: 50 Stars Opponent Level / Bonus: • 1-20: 1 Star • 21-40: 3 Stars • 41-60: 5 Stars • 61-80: 10 Stars • 81-90: 60 Stars • 91-100: 120 Stars • 101+: 200 Stars Known Issues:

  • Room level badges appear distorted after an idle reconnect.
  • Resources and Mana bars appear to be empty after a reconnection to the server.
  • iOS - App now exceeds 100 MB and will warn about downloading over cell data.
  • iOS - Black boxes can appear in the Achievements and/or Immortals windows on newer iOS devices when using iOS 9+.
  • Android - The system buttons remain visible after returning to the application from a full screen keyboard.

Misc:

  • Names with hexadecimal values will no longer display the hexadecimal information or the associated color.
  • Certain buttons are no longer grayed out when the player is ineligible to perform actions, but the associated message will still remain. (IE - "Requires level X")

From <http://forums.dungeonkeeper.com/viewtopic.php?f=4&t=10955>

Game Update #5.1 (version 1.5.81) - June 1, 2015 [EN][]

by DKDev_Chris » Mon Jun 01, 2015 11:22 am

Game Update 5.1 (Android/Amazon Only)

(Be sure to get the new client when it becomes available in your platform's store! For the first 24 hours or so after this update goes live, it will likely be necessary to manually update your game client)

  • Performance Optimizations: This update introduces a number of performance and stability improvements.

From <http://forums.dungeonkeeper.com/viewtopic.php?f=4&t=10359>

Tournament Qualifer and Bonus Star Changes[]

by DKDev_Chris » Tue Apr 21, 2015 10:48 am Greetings Keepers!

During tomorrow's deployment for the #5 Imp sale, we will also be adjusting a few Tournament parameters:

1) The Tournament Qualifier threshold will be decreased from 1,250 Stars to 750 Stars.

2) The Bonus Star values for 'Opponent Dungeon Heart Levels 8-10' and 'Opponent Leagues Obsidian 2 - Dread' and are being increased. The old and new values are listed below:

Old / New:

  • Opponent Dungeon Heart 8: 17 / 18
  • Opponent Dungeon Heart 9: 23 / 25
  • Opponent Dungeon Heart 10: 30 / 35
  • Opponent Obsidian 2: 17 / 20
  • Opponent Obsidian 3: 23 / 30
  • Opponent Dread: 30 / 50

From <http://forums.dungeonkeeper.com/viewtopic.php?f=7&t=10182>

Game Update #5.0.1 (version 1.5.80) - Apr 02, 2015 [EN][]

by DKDev_Chris » Thu Apr 02, 2015 3:18 pm

Game Update 5.0.1

(Be sure to get the new client when it becomes available in your platform's store! For the first 24 hours or so after this update goes live, it will likely be necessary to manually update your game client)

Bug Fixes:

  • This update introduces an emergency hotfix for a bug that caused text to disappear for non-latin based characters while operating iOS8.2.

From <http://forums.dungeonkeeper.com/viewtopic.php?f=4&t=10051>

Victory Star Bonus Update[]

by DKDev_Chris » Fri Mar 13, 2015 5:39 pm

Greetings Keepers,

After listening to your feedback, we've decided to readjust the Victory Star Bonus modifications in patch 5.0. We're going to further increase the amount of Victory stars awarded based on your opponent's Heart and League level.

The 5.0 patch notes have already been adjusted with the new values. Also please note that once the update goes Live, the tournament qualifying thresholds will be adjusted accordingly.

Your feedback is a much appreciated (and integral) part of our continued quest to improve Dungeon Keeper. Thanks for all of your thoughts and concerns-- as always, we'll be listening, and we'll make these kinds of improvements whenever possible.

From <http://forums.dungeonkeeper.com/viewtopic.php?f=7&t=9907>

Game Update #5.0 (version 1.5.79) - Mar 23, 2015 [EN][]

by DKDev_Chris » Thu Mar 12, 2015 9:57 am

Game Update 5.0

(Be sure to get the new client when it becomes available in your platform's store! For the first 24 hours or so after this update goes live, it will likely be necessary to manually update your game client)

New Features:

  • Partial Harvesting- Players will no longer forfeit Mana that they are unable to store when harvesting. Instead, any excess Mana will be stored within the Library for later use. Gold Mines and Quarries will also utilize this new behavior.
  • Idle Guild Leader Transference- After hearing a lot of feedback on the difficulties associated with having an absent Guild Leader, we've enabled an automated transfer of leadership to more active members. Any Guild Leader who is inactive for more than 30 consecutive days will be demoted to a Lieutenant. At the same time, the Lieutenant who has most recently logged in within that 30 day window will be promoted to Guild Leader. In the event that no Lieutenants fit that criteria, a Member will be promoted to Guild Leader.

Tournament Victory Stars Displayed on the Victory Screen & New Formula:

Bonus Victory Stars have long been awarded to players during a Tournament for dungeon heart level, league of evil level, and performance multipliers. This bonus Star information will now display on the Victory screen. In addition, new Victory Stars will also be awarded depending on the level of their opponents Dungeon Heart and League of Evil levels.

Here is a breakdown of each bonus:

  • Your Dungeon Heart Level Bonus

• 01: No Bonus • 02: No Bonus • 03: No Bonus • 04: No Bonus • 05: +1 Victory Star • 06: +2 Victory Stars • 07: +3 Victory Stars • 08: +5 Victory Stars • 09: +7 Victory Stars • 10: +10 Victory Stars Your League of Evil Rank Bonus • Qualifier through Silver III: No Bonus • Gold I: +1 Victory Star • Gold II: +2 Victory Stars • Gold III: +3 Victory Stars • Obsidian I: +4 Victory Stars • Obsidian II: +6 Victory Stars • Obsidian III: +8 Victory Stars • Dread: +10 Victory Stars Opponents Dungeon Heart Level Bonus • 01: No Bonus • 02: No Bonus • 03: No Bonus • 04: No Bonus • 05: +5 Victory Star • 06: +8 Victory Stars • 07: +12 Victory Stars • 08: +17 Victory Stars • 09: +23 Victory Stars • 10: +30 Victory Stars Opponents League of Evil Rank Bonus • Qualifier through Silver III: No Bonus • Gold I: +3 Victory Star • Gold II: +5 Victory Stars • Gold III: +8 Victory Stars • Obsidian I: +12 Victory Stars • Obsidian II: +17 Victory Stars • Obsidian III: +23 Victory Stars • Dread: +30 Victory Stars Victory Star Performance Multiplier (Applied as a multiplier to any bonus stars gained above) • 1-Star: 100% • 2-Star: 150% • 3-Star: 200% Example formula:

Let's look at a Dungeon Heart level 8 dungeon facing off against a level 7 Dungeon Heart, where the Keeper achieving victory is at Obsidian I rank and the opponent is Obsidian rank II in the League Evil:

  • Dungeon Heart Level 8 would result in +5 Victory Stars bonus
  • Opponents Dungeon Heart Level 7 would result in +12 Victory Stars bonus
  • League of Evil Rank of Obsidian I would result in +4 Victory Stars Bonus
  • Opponents League of Evil Rank of Obsidian II would result in +17 Victory Stars Bonus
  • If they achieved a 1-Star Victory: 1 + ((5 + 12 + 4 + 17) * 100%) = 39 total Victory Stars
  • If they achieved a 2-Star Victory: 2 + ((5 + 12 + 4 + 17) * 150%) = 59 total Victory Stars
  • If they achieved a 3-Star Victory: 3 + ((5 + 12 + 4 + 17) * 200%) = 79 total Victory Stars
  • Pre-Raid Boosts - Longing for an active Boost to use on the perfect target? Wish granted! One hour Scouting and/or First Strike Boosts are now available for purchase during the pre-Raid countdown.
  • New Player Levels- The player level cap has been extended from 29 to 100!
  • New Guild Levels- The level cap of Guilds has been extended from 30 to 40. 100 new Guild Achievements will need to be earned in order to reach the new maximum level. Every Guild level past 30 also increases Guild Minion population capacity by 100!
  • New Guild Perk Levels- All Guild Perks can now be increased to level 4, providing a bonus of +20% for the associated Perk!
  • New Spell Levels- Cluck Off, Dragon Breath, Disable Trap and Thunderbolt are now able to reach level 6, while Bomb Wall is now able to reach level 11! In addition, new achievements for each are now available and worth 50 Gems!
  • New Trap Levels - Spike Trap, Cannon Trap, Freeze Trap, Fireburst Trap, Poison Trap, Bug Zapper, and Anti-Air Trap are now available up to level 10, and Boulder Trap, Chicken Bomb, and U.R.Mine are now available up to level 3!
  • Reinforced Wall level 11 - Reinforced Wall level 11 is now available!

Bug Fixes:

  • Fixed an issue that would occasionally result in the player "losing" his Raid even though he destroyed the Dungeon Heart or inflicted over 50% damage.
  • Fixed an issue where Immortals could be incorrectly added to Resupply cost when not knocked out.
  • Resupply cost of the players army will now correctly take into account bonuses from Bolstering and Guild Perks.
  • Bolstering the Temple no longer incorrectly increases your Mana cost while performing Defense Raids. (Note - It does still increase Mana during "Test Your Dungeon".)
  • The number of Spell casts on the replay window will now display correctly for max-level Spells.
  • Fixed an issue where the level of a captured Immortal was not being correctly displayed.
  • Fixed an issue that was causing Tournament rewards not to display correctly on the Tournament window during the Tournament phase.
  • Players who are logged in when their Immortal is revived will now see the correct name of the Immortal.
  • Swampus's knockout VFX will no longer loop on top of itself.
  • Rooms that were being bolstered were incorrectly increasing HP beyond where they should have. This issue has been corrected.
  • Horny will no longer tell the player that his "Dungeon his under attack" when it is not applicable.
  • Fixed an issue that would cause the "What's New" window to clip with the "We've Been Attacked" window.
  • Gold Mines and Stone Quarries no longer incorrectly state that they increase Trap capacity.

Misc:

  • It was possible to capture an Immortal with Gems in the event that the player had insufficient gold to cover the capture cost. We've removed this feature due to player feedback. It was too easy to accidentally spend Gems here, leading to a bad user experience.
  • The Free Imp Offer is now permanently available for the player's first gem purchase.
  • Player resources are now hidden during defense Raids.
  • Targets with the Fortification Boost active will display the Fortification icon next to their Dungeon name.

Known Issues:

  • Ranking up in the League of Evil results in a clipping issue on the Victory screen. We are aware of the issue but simply ran out of time before we could resolve it.

From <http://forums.dungeonkeeper.com/viewtopic.php?f=4&t=9885>

Feature Update March 6, 2015[]

by DKDev_Chris » Fri Mar 06, 2015 10:55 am

Our next major patch, 5.0, is undergoing the long process of certification. Since that process can take some time, we thought giving some old friends new updates might just provide some instant satisfaction-- and help tide you over during the wait!

Buildings:

  • The Guard Post can now be leveled up to 7.
  • Guard Post Level 6 Upgrade Cost has been lowered to 5M Gold.
  • Guard Post Level 6 Bolster cost has been lowered to 60k gold.

Immortals

  • All Immortals have increased in level capacity. They can now be Trained up to level 35. Training an Immortal past level 30 requires a level 7 Guard Post.
  • Addressed an issue where Immortals were incorrectly allowed to Train one level past their Guard Post requirement.

Balance Changes:

Minions:

  • Vampires now have 50% more health and will do 50% more damage.
  • Dragon Whelps have recieved a 30% increase to their normal attack damage. In addition, their normal attack cooldown has been reduced to 1.6 seconds (down from 2 seconds.)
  • Ghosts are now more resilient in the face of Lightning attacks. The damage taken from Lightning sources has been reduced to x2 damage (down from x4.)

Spells

We've reworked progression on Disable Trap. Players will now have the ability to disable more types of Traps at lower levels.

  • Level 1: 2 Casts - Disables: Spring Trap, Chicken Bomb, Boulder Trap, U.R. Mine, Spike Trap, Fireburst Trap, Cannon Trap, Freeze Trap, Poison Trap.
  • Level 2: 2 Casts - Disables: all of the above, and Anti Air.
  • Level 3: 2 Casts - Disables: all of the above, and Bug Zapper.
  • Level 4: 2 Casts - Disables: all of the above, and Dante's Mound.
  • Level 5: 3 Casts - Disables: all of the above.

Stay tuned for 5.0 patch notes next week!

From <http://forums.dungeonkeeper.com/viewtopic.php?f=7&t=9850>

Tournament Auto-Qualify Count[]

by DKDev_Chris » Thu Feb 12, 2015 11:39 am Hey all,

  • Due to player feedback, we have decided to change the auto-qualify count for Tournaments from the top 20 Guilds on the Leaderboards to the top 5. The remaining 20 spots for Horny's Chosen will be available for the first 20 Guilds to qualify for the Tournament.

We'll be pushing this change up to the Live servers today at approximately 12:00 EST, at which point Guilds will be temporarily unavailable.

As always, please continue to send us feedback so we can continue to make these types of tweaks!

From <http://forums.dungeonkeeper.com/viewtopic.php?f=4&t=9680>

Spike Trap Level 7![]

by DKDev_Chris » Thu Jan 15, 2015 1:19 pm Greetings Keepers,

  • Tomorrow afternoon we will be increasing the level cap on the Spike Trap from 6 to 7. The deployment will take place at approximately 12:00 EST, and will be available to all Keepers permanently from that point on. Upgrading from 6 to 7 will cost 2M Stone and take 7 days (un-slapped), and will increase damage to 33.

Hopefully this will help your attackers 'get the point'!

Enjoy!

From <http://forums.dungeonkeeper.com/viewtopic.php?f=7&t=9367>

HOTFIX Notes - Dec 10, 2014[]

by DKDev_Chris » Wed Dec 10, 2014 12:18 pm Hey gang,

  • We’re in the process of deploying a hotfix to resolve the issue of players incorrectly receiving center screen messages when switching Immortals. This deployment will also add new logging to help us track down the issue of Immortals sometimes being Resupplied while not knocked out.

In addition, this deployment is also updating our Tournament and Exclusive Raid schedules for our holiday events. More info on that to come!

Also - If you didn't see it, don't miss our upcoming Yuletide Terror Blitz Tournament!

From <http://forums.dungeonkeeper.com/viewtopic.php?f=4&t=8986>

HOTFIX Notes - Dec 3, 2014[]

by DKDev_Chris » Wed Dec 03, 2014 3:54 pm Greetings Keepers,

  • We’re in the process of deploying a hotfix to resolve the issue involving players getting stuck in a perpetual log-in loop. This should also resolve a few other strange behaviors that cropped up with 4.3.

We sincerely apologize for the inconvenience—we know your time is valuable, and we appreciate you dedicating it to DK. To compensate you for your lost time, we’re giving all players three free days of DK Premium. From now until December 6th at 4:00 pm EST, DK Premium will be active for all players. Any players who currently have DK Premium active will experience a three-day extension of service.

Note - Tournament #17 will remain scheduled to begin on Dec 5th.

From <http://forums.dungeonkeeper.com/viewtopic.php?f=4&t=8880>

Game Update #4.3 (version 1.4.78) - Dec 2, 2014 [EN][]

by DKDev_Chris » Tue Dec 02, 2014 1:30 pm

Game Update 4.3

(Be sure to get the new client when it becomes available in your platform's store! For the first 24 hours or so after this update goes live, it will likely be necessary to manually update your game client)

New Features:

Bolster

  • Bolster- Are your Imps bored? Sitting idle with nothing to do? Don't you wish there was a way to give your Rooms just a little more oomph? Wait no longer! Put your idle Imps to good use with Bolster!
  • All rooms (with the exception of the Guild Lair) can be Bolstered by any number of Imps resulting in unique bonuses. Maximize a Bolster effect by assigning multiple Imps to one room, or assign each Imp to a different room for a greater variety of less powerful effects. The choice is yours: mix and match to your devilish delight!
  • Bolster assignments will cost varying amounts of Gold based on the level of the Room being bolstered, and will be instantly applied to the Room as soon as you pay. Once an Imp begins Bolstering, he’ll do so with a singular focus until you assign him elsewhere.
  • Note - Info Panels will not reflect Bolster bonuses.

Bolster effects include:

  • Dungeon Heart - Each Imp assigned lowers the Summoning times of your Minions by 5% and increases the health of Heart by 5%
  • Workshop - Each Imp assigned will increase all Trap damage by 5% and increase the health of the Workshop by 5%
  • Training Room - Each Imp assigned will decrease all Training time by 5% and increase the health of the Training Room by 5%
  • Hatchery - Each Imp assigned will increase all Minion health by 3% and increase the health of the Hatchery by 5%
  • Guard Post - Each Imp assigned will decrease all Immortal knockout times by 5% and increase all Immortal health by 5%
  • Library - Each Imp assigned will decrease the cost of your Spells by 3% and increase the health of the Library by 5%
  • Temple - Each Imp assigned will increase the cost of your opponents Spells by 3% and increase the health of the Temple by 5%
  • Graveyard - Each Imp assigned will increase all Minion movement speed by 4% and increase the health of the Graveyard by 5%
  • Torture Chamber - Each Imp assigned will increase all Minion damage by 3% and increase the health of the Torture Chamber by 5%
  • Gold Mine - Each Imp assigned will increase the Mine's Gold production by 15%
  • Stone Quarry - Each Imp assigned will increase the Quarry's Stone production by 15%
  • Treasury - Each Imp assigned will reduce the Treasury's amount of Gold stolen by 10%
  • Warehouse - Each Imp assigned will reduce the Warehouse's amount of Stone stolen by 10%
  • Bolster cost (per Imp) levels 1-10 [50/250/1,000/5,000/10,000/20,000/35,000/50,000/60,000/75,000]
  • Note - The Guard Post only has 6 levels and has a different cost structure: [1,000/5,000/10,000/20,000/50,000/75,000]

New Exclusive Raids:

  • The hordes have discovered a secret cache of Dreadstone and are using it to strengthen their raiding efforts! If you’re looking for some Dreadstone, be prepared to persevere—players strong enough to withstand these sprawling armies will find themselves in possession of the prized purple stone!
  • These raids will now occur twice a week instead of once, and have significantly increased in difficulty. You’ll be rewarded one green gem for every three waves you withstand, and the retry cost for these raids has been lowered to five gems. No Mana will be rewarded between waves, so strategize appropriately!

Completing the 10th wave will award the following:

  • 10 Dreadstones
  • 7 Gems (For a total of 10)
  • 500 Mana
  • 250,000 Gold
  • 250,000 Stone

Six new themed Exclusive Raids await:

  • The Traditional Raid: Exactly as it sounds, except on steroids!
  • The Chicken Raid: Chickens with a vengeance. (Note - This Raid was featured during our Thanksgiving Holiday Events)
  • The Giants Raid: These Skeletons, Trolls, Necromancers, and Dragon Whelps have consumed a whole lot of Dreadstone, and they’re bigger and meaner than ever before!
  • The Immortal Raid: Ever dreamed all the Immortals could come out and play together? Be careful what you wish for...
  • The Kitchen Sink Raid: A little bit of this and a little bit of that adds up to a lot of chaos!
  • The Hero Raid: The good guys have come out of hiding and are here to show you what's what! (Note - This Raid was featured during our Halloween Holiday Events)

Bug Fixes:

  • Fixed an issue where casting Bomb Wall while Trolls were attacking their target would cause them to get stuck in an infinite attack loop.
  • Fixed an issue that would sometimes cause the Minion Summoning timer to get stuck at 0 seconds.

From <http://forums.dungeonkeeper.com/viewtopic.php?f=4&t=8810>

Tournaments and Game Direction[]

by DKDev_Chris » Fri Nov 14, 2014 12:01 pm Greetings Keepers,

I've seen a desire for more communication regarding the way Tournaments are being handled and some insight to the general direction of the game. As such, I wanted to touch base with everyone.

1) Gem Tournament Payouts - I've already commented on this here. When this decision was made, we knew it would be controversial, but it was a necessary change. I'm sorry for the Keepers out there that do not agree with it, but this change is here to stay.

2) Star Qualifier Thresholds - The original values were selected before we implemented the change to award Victory Star multipliers. The threshold values were never updated accordingly, and were corrected with 4.2. Regarding the recent Blitz tournament thresholds, admittedly those were set to too high for a 1 day qualifier and will be adjusted downward accordingly.

3) Game Direction - Dungeon Keeper will continue to focus on events, such as Tournaments. 4.3 will introduce an additional focus, and we'll likely be putting together some teasers in the coming weeks. It is still undergoing varying certification processes so it's too early to announce anything though. Additionally, a new feature will be revealed with 4.3 that I think might bolster your interest. (intentionally obscure)

4) General Lack of Communication - This is on us, so, apologies. We are still trying to fill the void in the wake of Genes absence, and needless to say those are some tough shoes to fill. Regardless, we need to do a better job of communicating any upcoming changes earlier than we have been, and this is something we will try to get better at.

I hope this answers some of your questions.

From <http://forums.dungeonkeeper.com/viewtopic.php?f=7&t=8589>

HOTFIX Notes - Nov 11, 2014[]

by DKDev_Chris » Tue Nov 11, 2014 1:38 pm

The game team is in the process of pushing to the live game shortly a Hotfix that will:

  • Resolve the "endless loop" login issues for Android players

Also Implementing +40% Movement Speed, +40% Health, and +60% Damage for the Bile Demon, in preparation for tomorrow's Blitz Tournament #3 (Takes-giving)! These modifications will be turned off Friday (Nov 14) at 11am EST.

From <http://forums.dungeonkeeper.com/viewtopic.php?f=4&t=8538>

HOTFIX Notes - Oct 31, 2014[]

by DKDev_Chris » Fri Oct 31, 2014 10:30 am

Happy Friday (and Happy Halloween!)

The game team is in the process of pushing to the live game shortly a Hotfix that will:

  • Resolve an issue with Quests where they would sometimes not refresh for some players (causing them to run out of Quests, which is not intended); and...

Also Implementing +20% Movement Speed and Attack Speed for all Minions (excluding Immortals), in preparation for tomorrow's Blitz Tournament #2 (Sugar Rush)! These modifications will be turned off Monday (Nov 3) at 12pm EST.

Have a safe and Happy Halloween, Keepers! Hide your candy from the Bile Demons, of course... and check out the special Event Raid we've got going on right now. Some of you might recognize some familiar faces?

From <http://forums.dungeonkeeper.com/viewtopic.php?f=4&t=8386>

Game Update #4.2 (version 1.4.76) - Oct 27, 2014 [EN][]

by Gene_Mythic » Mon Oct 27, 2014 2:28 pm

Game Update 4.2 Client version 1.4.76 (all platforms)

(Be sure to get the new client when it becomes available in your platform's store! For the first 24 hours or so after this update goes live, it will likely be necessary to manually update your game client)

New Features

A new Immortal: Mortimer!

  • This is no peace-loving, flower-sniffing gentle bovine... Mortimer is CONSTANTLY seeing red! He makes the Running of the Bulls look like a cake walk! Trust us, he's gonna wreck SOMETHING, so be sure to STEER clear! He possesses the following Special Abilities:
  • Fling - Mess with the bull, and you get the horns! Mortimer has the ability to fling nearby enemies out of the current dungeon. Attacking once every 2 seconds, once he has done enough damage to defeat his target (which could theoretically happen to some enemies in one hit!), they will be tossed out like yesterday's garbage.
  • Roombuster - Talk about a bull in a china shop! Mortimer deals significantly increased damage against all Rooms and Doors.

A new Trap: Dante’s Mound!

  • Initially available for a singular purchase (for the price of 250 Dreadstone) once your Workshop attains Level 8, Dante's Mound is a 1x1 non-consumable Trap that has the ability to launch boulders over walls, hitting targets that are foolish enough to get within 3 tiles, leaving behind a lava pool that deals additional Fire damage (in the form of Damage over Time) to those enemies standing in or crossing through the pool. The Physical damage upon impact is Moderate "splash"/AE damage; the Fire damage, per tick, is relatively Low... unless the enemy in question has a susceptibility to Fire damage.

(For further details, visit this article.)


A new consumable Trap: U.R. Mine!

  • The U.R. Mine is a 1x1 consumable Trap, hidden until detonation, that deals heavy Fire splash damage (in a 3 tile radius) to flying targets - and other flying targets near them - that get within range. They first become available at Workshop level 7, when Keepers are able to purchase up to two Mines, for a cost of 50 Dreadstone each. Two more Mines become available at Workshop level 10. While the initial purchase of each of these Traps will require Dreadstone, subsequent upgrades to U.R. Mines (which will increase their damage) will require Gold. As they are consumable, each Mine will only fire once before needing to be re-armed.

(For further details, visit this article.)


A new currency: Dreadstone!

  • Obtained via Tournament participation, Dreadstone are awarded based on Tournament contribution (identically to how gemstones have been awarded, thus far). This currency can be used to purchase new goodies for your dungeon, that will initially ONLY be available via purchase with Dreadstones. The current plan is that eventually, those items will be made available through other means/currencies, as new items are made available via Dreadstone purchase.

Quest System

  • Having trouble figuring out your next step, Keepers? Have you run out of things to do? Then Quests just might be for you!
  • Quests are comprised of an expansive library of tasks just waiting for you to complete, each awarding a modest amount of gems as a reward. Whether it be to build the next Room, upgrade another Trap, or bash another Keeper’s dungeon into the ground, we’ve got you covered. Well fear not, you can complete as many Quests as you want! (And a number of them are repeatable!) There is no restriction on the number you can complete within a day, so go nuts!

Updates

Gameplay

  • Room and Trap upgrades and initial builds that require non-standard currency (currently, Battle Points have been the only such currency; with this Update (and as detailed in the above Features section) Dreadstones are required for the initial builds of Mortimer, Dante’s Mound and U.R. Mine) will now refund 100% of the applicable resource used if/when cancelled. Previously, any Room or Trap requiring a non-standard currency were bound by the 50% cancellation penalty implemented in Game Update #1 (version 1.0.53). (This has actually been in effect for a time, but is now accurately reflected in the game client as a result of this Update.)
  • Various tweaks and changes have been made to the game economy, to both incorporate the inclusion of Dreadstone as a new currency awarded as a portion of Tournament award payouts, as well as an effort to streamline and balance the overall economy. Specific changes, and the rationale behind them, are outlined here (Economy Changes) and here (Tournament Payouts).

Exclusive Raid

  • A special new Exclusive Raid has been designed in celebration of the Halloween holiday! We don’t want to spoil any of the surprise just yet, but old school DK fans might recognize a few of the new revelers' faces that have come calling for trick or treat goodies! To incorporate this Exclusive Raid, we’ve tweaked the Event Raid calendar just a tad: the Raid previous to this one, which began today (27 Oct) will end on 30 Oct at 1000am EST. The new Raid will begin 24 hours later, on 31 Oct at 1000am EST, and last until 9 November (a few days extra than normal).

Bug Fixes

Game Performance:

  • We’ve found and fixed an issue with the Council of Elders campaign raid that was causing a client crash.
  • Guilds - We have reworked the “Last Login Time” functionality so that it will no longer reset for guild members when we push a deployment.
  • Immortals - An issue has been identified and fixed where Horny’s HP were previously being reset (while using the Rampage ability) to default/lower values as a result of various status effects (slow, poison, etc.).

Finally, as with most Updates/Hotfixes, guild information and functionality may be a bit wonky for a bit after we push the Update to Live. For those experiencing issues with guild information "missing", etc., please ensure that you've successfully updated your game client to version 1.4.76.

From <http://forums.dungeonkeeper.com/viewtopic.php?f=4&t=8318>

Economy Changes[]

by DKDev_Chris » Mon Oct 27, 2014 2:08 pm Hey all,

We will be introducing some changes to the economy later today w/4.2. As some of you may or may not remember, earlier this year when Reinforced Walls were introduced into the game our Stone economy vanished overnight as players eagerly spent their stone on upgrading these new defensive measures. The game team considered several options to aid in fixing what amounted to a stone drought in the game’s economy, but ultimately decided that in order to keep the Raiding experience both fun and rewarding, that we should immediately take action by inflating the amount of available resources for the attacker.

Almost a half year later, we now feel that the economy is healthy enough to warrant removing this inflation. Along those same lines, we are making a few additional tweaks to the resources available to attackers. Namely, uncollected resources will now be awarded to the attacker depending on the amount of damage inflicted to the target dungeon, up to a maximum of 50%.

The hard caps determined by the Dungeon Heart level will remain the same, but the uncollected resources looted will be awarded in addition to the cap. Here is an example:

Your Dungeon Heart Level: 8 Gold stored (collected): 2,000,000 Gold stored (uncollected): 50,000 Stone stored (collected): 3,000,000 Stone stored (uncollected): 100,000

If a player defeated you with 100% damage, you would lose 325,000 Gold and 350,000 Stone. 300,000 Gold coming from the hard cap of being Dungeon Heart 8, and 25,000 (50%) coming from your uncollected Gold. The same goes for Stone. 300k from the hard cap, and 50,000 (50%) from uncollected Stone.

There will be a discrepancy when viewing Replays where you have attacked another dungeon. Namely, where the available resources will only display the hard cap value, and NOT incorporating the additional resources from collectors if you exceeded the cap. This is a known issue, and one that we hope to clear up with our subsequent Update, 4.3.

As always, we will continue to closely monitor average income/outcomes and make adjustments where necessary.

From <http://forums.dungeonkeeper.com/viewtopic.php?f=7&t=8317>

Tournament Payouts[]

by DKDev_Chris » Thu Oct 23, 2014 4:54 pm

Hey gang,

We've seen this being discussed across a variety of our social channels, and we just wanted to comment quickly. It appears that some folks have been operating under the assumption that our recent Blitz Tournament payouts (particularly re: Dreadstone) will be the same as our "normal" Tournament payouts, which is not the case. Blitz Tournament payouts - by design - are unique to each individual Blitz Tournament, as each comes with active modifiers and other varying factors.

I'll have more details for you in the near future regarding the specifics of "normal" Tournament payouts, and how we're incorporating Dreadstone as an award currency; most likely early next week.

As promised, here are the new Tournament rewards with update 4.2. Again, this does not include Blitz Tournament rewards, but rather the “normal” Tournaments that occur every other week.

Elite bracket:

  • 1st: 15,000 Gems / 2,000 Dreadstones
  • 2nd: 10,000 Gems / 1,600 Dreadstones
  • 3rd: 5,000 Gems / 1,300 Dreadstones
  • 4-10th: 500 Gems / 1,000 Dreadstones
  • 11-20th: 250 Gems / 750 Dreadstones
  • 21-25th: 100 Gems / 400 Dreadstones

Normal brackets:

  • 1st: 5,000 Gems / 600 Dreadstones
  • 2nd: 3,500 Gems / 480 Dreadstones
  • 3rd: 2,000 Gems / 390 Dreadstones
  • 4-10th: 150 Gems / 300 Dreadstones
  • 11-25th: 100 Gems / 225 Dreadstones
  • 26-40th: 50 Gems / 150 Dreadstones

Lottery:

  • 5,000 Gems / 1,250 Dreadstones

From <http://forums.dungeonkeeper.com/viewtopic.php?f=7&t=8272>

HOTFIX NOTES - Sep 24, 2014[]

by Gene_Mythic » Wed Sep 24, 2014 9:54 am

In addition to the RW Stone Discount Promo mentioned in this post, we've also pushed up a fix for the following:

  • We've identified and fixed an issue with the display of Tournament results after a Tournament is completed. Prior to the fix, previous Tournament results were sometimes mixed with most-recent Tournament results.

Finally, as with most Updates/Hotfixes, guild information and functionality may be a bit wonky for a bit after we push the Update to Live. For those experiencing issues with guild information "missing", etc., please ensure that you've successfully re-launched your game client to apply the server update.

From <http://forums.dungeonkeeper.com/viewtopic.php?f=4&t=7914>

Game Update #4.1 (version 1.4.75) - Sep 9, 2014 [EN][]

by Gene_Mythic » Tue Sep 09, 2014 1:48 pm

Game Update 4.1 Client version 1.4.75 (all platforms)

(Be sure to get the new client when it becomes available in your platform's store! For the first 24 hours or so after this update goes live, it will likely be necessary to manually update your game client)

Updates

The 6th Imp Promotion that began on Friday, Sep 5, has drawn to a close. (Please note: the promotion will continue to be available - for a limited time - to players not yet migrating over to the new client version. This is being done because there are some territories where the game client is not available for several hours. If you've not yet taken advantage of the promotion, be sure to do so before updating to the new game client. And again, this will only be available for a short while longer.)

  • Several Minions and Immortals have had their Info Panels updated with current details about which targets they are able to attack.
  • Tournaments - With the exception of the Horny's Chosen bracket (where the top 20 spots are automatically seated based on standing on the Leaderboards, with the last five spots filling based on the order of qualification), normal brackets will no longer be populated as guilds qualify chronologically. Rather, bracket placement will occur randomly in one fell swoop at the end of the Qualifier round, just prior to the start of the actual Tournament.

Bug Fixes Game Performance

  • We've fixed an issue that was causing some players to get disconnected when attempting to slap their imps.
  • When visiting another dungeon, repeatedly tapping "Return to Dungeon" will no longer exit the game.
  • (iOS-specific) We've implemented a fix for a potential crash bug that some iOS were experiencing on their devices when attempting to patch the game.

Game Mechanics – Dungeon Design & Management

  • An issue where some players received a "DESYNC" error (and/or where some players were getting disconnected) when attempting to Re-Arm All Traps while not possessing sufficient Gold resources has been identified and fixed.
  • Fill Dirt functionality is now accessible from the Build menu when all Imps are busy with other tasks.

Minions

  • A few issues rare issues related to non-fulfillment of the Free Imp (as part of the Free Imp offer) that some players experienced have been identified and fixed.

Tutorial

  • Challenges will no longer be offered during the Tutorial.

User Interface

  • The "Revive Immortal" button has been re-sized.
  • We've fixed an issue with the display of resources gained when the amounts would exceed the maximum an attacking player could hold.
  • An issue with the names of friends spilling 'out of bounds' on the Friends list has been identified and fixed.
  • (Android) Some minor tweaks to the layout of the Settings window have been made.
  • (Android) Two new menu items have been added (below main menu items) to access Google Play achievements and leaderboards.
  • (Android/iOS) An issue with text-overflow in the "Google Play Games" and "Game Center" buttons (on the Help & About menu) has been fixed.
  • (iOS-specific) A problem was identified where the Gems button would disappear for some users switching between Game Center accounts. This has now been fixed, and should no longer go missing.

Finally, as with most Updates/Hotfixes, guild information and functionality may be a bit wonky for a bit after we push the Update to Live. For those experiencing issues with guild information "missing", etc., please ensure that you've successfully updated your game client to version 1.4.75.

From <http://forums.dungeonkeeper.com/viewtopic.php?f=4&t=7730>

HOTFIX NOTES - Aug 23, 2014[]

by Gene_Mythic » Sat Aug 23, 2014 9:29 am

Happy Saturday, all!

As mentioned previously, we've got a few Hotfix changes going Live this morning: The recent sale on the Immortal Tiny has now concluded. We're in the process of tweaking the schedule and cadence for Tournaments. While some of the finer details (as discussed in this poll/post) are still being worked out, the Tournament 10 schedule is as follows:

Qualifier begins Wednesday (Aug 27) at 1:00pm GMT Qualifer ends/Tournament begins Friday (Aug 29) at 1:00pm GMT Tournament ends Monday (Sep 1) just before 1:00pm GMT

  • We've implemented a fix to the Guild Minion Donation cap for level 30 guilds, so that - as originally designed - the cap is now 2000

Finally, as with most Updates/Hotfixes, guild information and functionality may be a bit wonky for a bit after we push the Update to Live. For those experiencing issues with guild information "missing", etc., please ensure that you've successfully re-launched your game client to apply the server update. Enjoy the rest of your weekend, all!

After pushing the initial Hotfix, an issue was identified with the Level 30 Guild Minion Donation cap feature, where members of these guilds - while seeing the new threshold - were not able to donate new Minions.

We believe the issue to have been resolved, and are in the process of pushing up a new fix to address this.

We apologize for any inconvenience, and we thank everyone for their patience.

From <http://forums.dungeonkeeper.com/viewtopic.php?f=4&t=7443>

HOTFIX NOTES - Aug 20, 2014[]

by Gene_Mythic » Wed Aug 20, 2014 3:02 pm

Earlier this afternoon, we pushed a Hotfix to the Live servers to correct the problem experienced in Tournament 8 where award gem payouts did not take place as appropriate, necessitating a manual fulfillment. Additionally, one of the by-products of that issue also kept the Horny's Chosen 1st place winner from appropriately getting credited their Winner's Ring; that has also been corrected with this fix.

We apologize for the disruption; unfortunately, the fix was deemed necessary prior to the end of Tournament 9. Furthermore, we apologize for the abruptness of the fix getting pushed Live; we had a bit of a communication break-down internally that is being addressed. It's our goal to try to keep the frequency and impact/disruption of these kinds of fixes as minimal as possible, and to keep folks informed as early as possible.

Thanks for your understanding and patience.

From <http://forums.dungeonkeeper.com/viewtopic.php?f=4&t=7382>

HOTFIX NOTES - Aug 6 (#2), 2014[]

by Gene_Mythic » Wed Aug 06, 2014 5:29 pm

Happy Hump Day, Keepers!

While the game team continues to look into various bugs and feedback reported by our player community, there are some fixes for a few of them that we wanted to get implemented sooner, rather than later.

To that end, the following Hotfixes are being pushed to the Live server shortly:

  • A fix is being implemented for an issue that some players experienced where they could crash out of the game when slapping their imps to increase productivity
  • The Mana cost for all levels of the Disable Trap spell is being reduced from 200 to 150.
  • An issue with Anti-Air traps where they would limit their number of targets to 1 (even when multiple targets present) has been identified and fixed.
  • We've heard from several players about a problem they've experienced not receiving their free imp after making their first gem purchase within the applicable promotion time limit. We've made some changes to alleviate this issue. Please remember that there can be a delay in fulfillment for these imps; please allow 5-10 minutes for delivery. Prior to submitting an in-game support ticket should the imps never arrive, please try restarting your game client completely, and/or rebooting your device.

Finally, as with most Updates/Hotfixes, guild information and functionality may be a bit wonky for a bit after we push the Update to Live. For those experiencing issues with guild information "missing", etc., please ensure that you've successfully re-launched your game client to apply the server update.

From <http://forums.dungeonkeeper.com/viewtopic.php?f=4&t=7048>

DISCUSSION: Update #4 Patch Notes & General Update[]

by Gene_Mythic » Mon Aug 04, 2014 9:19 pm

Hey, gang!

So rather than go with a "Highlights of..." version of the pending Update, I've decided to go ahead and post the entire Patch Notes. Please bear in mind a few things, though:

1) This is still technically a Draft version. While the vast majority of items included should be incorporated wholesale when the Update goes live, there's still the chance that something may change between now and then. (While I've done my best to verify all entries with the appropriate parties, there's a few items for which I'm awaiting final confirmation, so there might be some minor editing that I do to the Notes before posting the final version. I'll call any out here in this thread, if/when I do, at time of final Notes posting.)

2) This Update looked a bit different during the planning stages several weeks/months ago. As mentioned previously by me in other threads, this particular development cycle was interrupted when we were notified that the studio was going to be closed. The team working on it became much smaller rather suddenly, and as they sought to revise and complete the Update, they were also tasked with many other items (documentation, transition strategy, etc.) All that being said, the team has salvaged what they were able from the original plan for Update #4. We hope you enjoy the efforts to do so!

3) This should go live this week. I'm hoping as early as tomorrow... but I don't want to jinx it.


4) To give folks a glimpse into the current schedule: the current plan (and PLEASE keep in mind, this is a *plan*, subject to change) is that there will likely be an Update 4.1, which will focus on incorporating any necessary bug fixes that result from the main Update going live. Then, there should be an Update 4.2, that introduces a few more features that needed a little more time to develop before implementation. No ETA that I can share regarding either 4.1 or 4.2, but as information comes available, I'll do my best to keep folks updated!

5) The transition continues, as both outgoing and incoming teams work together to get things sorted, and to ensure continuity. One little tidbit that I'm maybe a little too excited to keep under my hat any longer is.... drumroll, please... I (and a few of my colleagues) are going to be moving over to the new team that is taking over development of the game! A lot of details are still being worked out, so I can't really say much else... but I'm pretty excited that I get to stay with you guys!

And now on to the nitty gritty: the patch notes for Game Update #4! Once again, these are NOT live yet; I will post separately in the Official Patch & Hotfix Notes folder when the Update goes live.


Ready to be… Challenged? Client version 1.4.72 (all platforms) (Be sure to get the new client when it becomes available in your platform's store! For the first 24 hours or so after this update goes live, it will likely be necessary to manually update your game client)

New Features

  • CHALLENGES -Designed primarily with the new player in mind (but there just might be some “new tricks” that some “old dogs” might learn, as well!), Challenges are “mini-missions” that serve as an ‘extended Tutorial’, where various aspects of game play/mechanics are introduced in short lessons, which unlock game features (Minions, Rooms/Room abilities, Spells, Traps/Trap capacity, boosts, currency, gems, etc.) upon successful completion. The Challenges themselves are short ‘tutorialized’ raids, where players are provided with a preset army and spell list. Winning a Challenge is totally binary, where players either succeed or fail. There are no costs associated with taking on a particular Challenge!
  • COMBAT POINTS AS THIRD CURRENCY - Acquired by engaging in PVP combat, this consumable currency will be used to upgrade Dungeon Hearts, as well as recruiting certain Immortals.
  • HUD/UI CHANGES & RE-DESIGN – In an effort to improve and streamline the user experience, several elements of the User Interface have been updated. See individual entries in the Notes below!

Updates

  • New Achievement: All Along the Watchtower (acquired by building the Guard Post; awards 5 gems)
  • New Achievement: Stand Guard (acquired by upgrading your dungeon’s Guard Post; awards 10 gems at level 3, and 25 gems at level 6)
  • Audio & Art Added new voiceover and audio effects to various UI elements.
  • Added new voiceover and audio effects to Spells.
  • Added additional footfall audio to Immortals.
  • First Strike now increases Spell Damage and Minion Health, Damage, and Speed by 20% when attacking. (Prior to this update, the boost was 10%)
  • Fortification now increases Trap Damage, Room Damage, Room Health, and Minion Health, Damage, and Speed by 20% when defending. (Prior to this update, the boost was 10%)
  • With the exception of Cave-In, Boosts are no longer granted for free after defending against an enemy Keeper’s attack.
  • Room dimensions for all Gold Mines and Stone Quarries have been reduced to 3x3 (from 5x5). All existing Dungeons will be modified to support this reduction upon login. (The extra space is returned as "already excavated" tiles.) Everyone enjoys a little more ‘wiggle room’, right?
  • Treasury and Warehouse build requirements have changed: Each Treasury now requires that a separate Gold Mine has been claimed and each Warehouse now requires that a separate Stone Quarry has been claimed. (Thus, if you want to build a second Treasury, for example, you’ll need to have claimed a second Gold Mine.) All pre-existing Dungeons that have built more Treasuries and/or Warehouses prior to this change will remain intact.
  • Digging Medium Gem Veins (floor tiles) now requires Dungeon Heart level 3 or higher.
  • Digging Hard Gem Veins (floor tiles) now requires Dungeon Heart level 5 or higher.
  • Earning baseline Victory Stars has slightly changed: Earn one Star for achieving 51% damage dealt, one Star for destroying your enemy’s Dungeon Heart, and one Star for achieving a 100% victory.
  • Initiating a Raid no longer has an associated Gold cost. Seeking another opponent within a Raid via the “Next” button remains unchanged, however.
  • Minion donation cool-down and travel times are now 5 minutes each. (Prior to this update: 20 min)
  • The Minion donation acceleration cost is now 5 Gems. (Prior to this update: 10 gems)
  • The Minion withdrawal cool-down time is now 15 minutes. (Prior to this update: 30 min)
  • The Minion withdrawal acceleration cost is now 10 Gems. (Prior to this update: 20 gems)
  • A maximum of 10 Minions may now be donated at one time. (Prior to this update: 5 Minions)
  • Due to changes to the Guard Post (see the note below, under Rooms), Horny and Swampus are now able to be recruited at Guard Post level 1. All other Immortals require Guard Post level 3.
  • Because Horny and Swampus are now able to be recruited at a lower level than before, they have been rebalanced. Their damage, health, recruit costs, and training costs have been revisited. Preexisting Horny and Swampus Immortals below level 19 will be granted free levels to maintain their equivalent power.
  • Horny now costs 200 Combat Points to Recruit.
  • Deegg & Dugger now cost 1,500 Combat Points to Recruit.
  • Immortals are no longer able to be selected by tapping on the individual Immortal unit in the Dungeon. Selection now occurs only via the UI.

Dragon Whelp has undergone a redesign -

  • May now attack Ground and Flying units.
  • Now inhabits 20 Housing Space units. (Previously: 30)
  • Now has two attacks: Stone Crash and Large Fireball:
  • Stone Crash deals 10x of Large Fireball's damage as Physical damage to the intended target. Single use.
  • Large Fireball deals [122/184/246/308, depending on Minion level] Fire damage. 2 sec cool-down; only usable after Stone Crash has been used.
  • Now has [915/1380/1845/2310] Health, depending on trained level.
  • Trolls no longer actively seek out any Trap. If a Trap affects a Troll, however, it will cause the Troll to redirect its attention to it. In the case of Anti-Air Trap, once it is revealed, it will attract the attention of nearby Trolls.
  • Trolls really hate adjacent Doors, and will now attack them.
  • Defending Minions will no longer pursue an enemy if the travel distance is 20+ tiles.
  • Dungeon Hearts now require Combat Points to upgrade, instead of Stone.
  • Workshops now require 5 minutes to upgrade to level 2.

Rooms have undergone a new progression cadence. Existing Dungeons that may have already built a Room prior to the new requirements will be unaffected. The new progression is:

  • Dungeon Heart 1: Workshop
  • Dungeon Heart 2: Hatchery
  • Dungeon Heart 3: Training Room & Guard Post
  • Dungeon Heart 4: Dark Library
  • Dungeon Heart 5: Guild Hall
  • Dungeon Heart 6: Graveyard
  • Dungeon Heart 7: Unholy Temple
  • Dungeon Heart 8: Torture Chamber
  • Guard Post adjustments: Training received by Immortals prior to this Update will be retained; those Immortals will keep their pre-Update level.
  • Graveyard adjustments: Affected targets will also be Poisoned, taking 5 Poison damage every 1s for 6s.
  • Unholy Temple adjustments: Affected targets are Slowed, reducing Movement and Attack Speeds to 25% of normal, for a duration of 2 seconds.

Spells have undergone a new progression cadence. Existing Dungeons that may have already researched a Spell prior to the new requirement will be unaffected.

  • Dark Library level 1: Cluck Off!
  • Dark Library level 2: Dragon’s Breath
  • Dark Library level 3: Bomb Wall
  • Dark Library level 4: Disable Trap
  • Dark Library level 5: Thunderbolt

All Spells have undergone a significant rework to their usability, balance, and user interface elements: ○ All Spells § Camera movement is enabled by two-finger dragging. § Activation time limit removed. This means that players are able to remain in Active Spell Mode until one of the following three things occurs: the limiting condition is met (i.e., the allowable taps/uses have been 'consumed', or the 'fuel' for Dragon's Breath runs out, etc.), remaining Raid time elapses, or the player elected to end the Spell early. ○ Cluck Off! § Deals [100/125/150/175/200] Physical damage per tap, depending on Spell level § Improved tap detection for better accuracy. § Each activation allows [10/10/15/15/20] Taps, depending on Spell level § Chicken-ed Minions and Immortals will continue to attack as normal. § Spell activation cost is 50 mana, for all levels. ○ Dragon Breath § Deals [25/35/45/55/70] Fire damage every 0.25s, depending on Spell level § Increased the area-of-effect radius. § Each activation allows a cumulative 5 seconds of Spell usage. § Doors now take 5x damage from this Spell; however, it no longer affects other Traps. § Spell activation cost is 100 mana, for all levels. ○ Bomb Wall § The area-of-effect radius is now 1x1 for all levels. § Spell activation cost is 100 mana, for all levels. ○ Disable Trap § All Traps now require a single Tap to disable. § Improved the Tap detection for better accuracy. § Each activation allows [2/2/2/2/3] Trap disables, depending on Spell level. § Traps able to be disabled are now governed by the level of this Spell. □ Level 1: Spike, Cannon, Fireburst, Spring, Boulder, and Freeze Traps. □ Level 2: Same as Level 1, with the addition of Poison Traps. □ Level 3: Same as Level 2, with the addition of Anti-Air Traps. □ Levels 4 & 5: All Traps. § Spell activation cost is 200 mana, for all levels. ○ Thunderbolt § Only targets Rooms (excluding Gold Mines and Stone Quarries). § Each activation allows three Rooms to be marked. § Deals [270/390/580/1100/1550] Electricity damage to each affected Room, depending on Spell level. § Affected Rooms now have their defenses disabled for [10/12/14/16/20] seconds, depending on Spell level. § Spell activation cost is 150 mana, for all levels. § No longer displays in Defend raids. Traps • Reinforced Walls now have the following Stone costs: Level 1 – 5,000 Level 2 – 15,000 Level 3 – 30,000 Level 4 – 90,000 Level 5 – 270,000 Level 6 – 700,000 Level 7 – 1,500,000 Level 8 – 3,000,000 Level 9 – 5,000,000 Level 10 – 6,500,000 • Traps have undergone a new progression cadence. Existing Dungeons that may have already built a Trap prior to the new requirement will be unaffected. ○ Workshop level 1: Spike & Cannon ○ Workshop level 2: Door & Fireburst ○ Workshop level 3: Freezing & Spring ○ Workshop level 4: Poison & Chicken Bomb ○ Workshop level 5: Boulder & Reinforced Wall ○ Workshop level 6: Bug Zapper ○ Workshop level 7: Anti-Air • Additional Trap capacity requirements moved off of Gold Mines and Stone Quarries, and are now tied directly to the Workshop level. • Chicken Bomb Trap is now upgradable to level two. ○ Level two costs 50,000 Gold and will rearm for a 25,000 Gold cost. ○ Deals [450/900] Physical damage to all affected targets, depending on Spell level. • Boulder Trap is now upgradable to level two. ○ Level two costs 50,000 Gold and will rearm for a 25,000 Gold cost. ○ Deals [280/360] Physical damage to all affected targets, depending on Spell level. Tutorial • During the Tutorial, Trolls have been replaced with Skeletons. User Interface • All drop-down menus have been replaced with tabbed panels. • We’ve removed the floating icon above the Dungeon Heart pertaining to available Summoning space. • Combat Points now have their own UI element on the main HUD during Build Mode. • We’ve improved the Attack and Defend Replays window. Now accessible via the main HUD during Build Mode, via the icon above the Build button. • Within the Imps window, each Imp slot now displays the duration to which the Efficiency Boost is set when slapped. • We’ve added help dialogs onto Gold, Stone, and Combat Points UI elements. Tap on these elements during Build Mode to view information about these resources, including generation rates and capacities. • Removed the shortcut button to access the "Boosts" store from the main HUD during Build Mode. • Reduced opacity on fill bars to increase the Dungeon's visible area. • Removed the "Ready to Go?" window. All information previously available in this window is now displayed in the "Battle" window. • Renamed "Find Opponent" to "Raid". • The gem window is now outfitted with some ambient audio and visual effects. Bug Fixes Audio & Art • Corrected an issue where notification sounds were not always playing on some Samsung devices. • Horny now properly plays sound appropriately when burning and/or electrified. Game Performance • Identified and corrected an issue where the game could crash during a Replay under some circumstances. Guilds • The Withdraw window is no longer accessible if Guild functionality is unavailable. Immortals • Rescued Immortals are now immediately available for use. • Fixed an issue where the active Immortal would be incorrectly grayed out and unusable during a Raid. • Corrected a display issue where Deegg & Dugger would “drift” in some Replay playbacks. • Deegg & Dugger’s Burrow behavior now respects attack speed modifiers. • Corrected an issue where Horny’s Rampage behavior was not always being activated. Minions • Fixed an issue where the Dragon Whelp was incorrectly vulnerable to Electricity damage. • Fixed the “target bleeding” issue with Minions, where they would sometimes incorrectly acquire targets of preexisting Minions rather than find their own. • Minions no longer split between equidistant targets. Upon the Raid starting, all Minions will choose one route or the other and follow that. • Minions no longer wander through walls to disconnected portions of a dungeon. Tutorial • The “F.T.U.E. Complete” achievement is now claimable when visiting the Achievements window for the first time during the tutorial. User Interface • Playing the game on a new device with an existing Dungeon will no longer redisplay game hints. • We’ve improved the camera’s field of vision for the bottommost portion of a Dungeon. • We corrected a Leaderboard issue where Guild member count was displaying as 0 in some situations.

From <http://forums.dungeonkeeper.com/viewtopic.php?f=7&t=6966>


HOTFIX NOTES - Aug 1, 2014[]

by Gene_Mythic » Fri Aug 01, 2014 3:05 pm Happy Friday, Keepers!

The game team is currently in the process of pushing to Live the following quick change: • As messaged within the game for the last several days upon login, dig timers are being reverted back to their normal values. We hope that everyone enjoyed the extended period of expedited excavation! (Egad, try saying THAT fives times fast!) Be on the lookout for our next major Game Update (#4), most likely to be released next week. More details to follow, so stay tuned!

As always, as with most Hotfixes/Updates, guild information and functionality may be a bit wonky for a bit after we push the Hotfix to Live. For those experiencing issues with guild information "missing", etc... please try completely closing out of the game, and re-launching the app, to refresh.

From <http://forums.dungeonkeeper.com/viewtopic.php?f=4&t=6926>


HOTFIX NOTES - Jul 24, 2014[]

by Gene_Mythic » Thu Jul 24, 2014 1:05 pm Greetings, Keepers!

The game team is currently in the process of pushing to Live the following changes: • The reduction in Summoning times introduced in our previous Hotfix on July 7 has been reverted back to normal. We hope everyone enjoyed the 10 extra days of quicker Summoning! • We've identified and corrected an AI issue with Ghosts where they now attack intended targets with greater accuracy (and with less erratic behavior!). • Tournament 7's Qualifier round has been modified to incorporate a 200 Victory Star qualification requirement. Finally, as with most Hotfixes/Updates, guild information and functionality may be a bit wonky for a bit after we push the Hotfix to Live. For those experiencing issues with guild information "missing", etc... please try completely closing out of the game, and re-launching the app, to refresh.

From <http://forums.dungeonkeeper.com/viewtopic.php?f=4&t=6816>


HOTFIX NOTES - Jul 7, 2014[]

by Gene_Mythic » Mon Jul 07, 2014 12:46 pm Happy Monday, Keepers!

The game team is currently in the process of pushing to Live the following changes to Victory Star accrual:

Per Lead Designer MWyatt_Mythic's post from last week about what were pending changes at the time:

What's the change? Victory Stars earned during a PVP Attack Raid will now be increased on the server based upon Dungeon Heart level and rank within the League of Evil. This bonus is additive to the actual number of Victory Stars earned. In addition, the number of actual Victory Stars earned determines an additional bonus to incentivize striving for 2-Star and 3-Star Victories.

Why the change? It is evident that having a universal scoring system across the entire game unfairly gives benefits to lower-level players as achieving Victories are simpler than they are at the elder game. This is a concern that we had during the feature's development but did not properly anticipate the rate of player adoption of creating new accounts simply to game the tournament system. It goes against the very spirit of the feature and makes it difficult for players who are looking to honorably compete.

Due to the nature of the change, unfortunately, there will not be any client-side notification of these bonuses at this time. [Gene: So please help spread the word to your guildmates, who might not have yet seen these notes!]

Dungeon Heart Level Bonus • 01: No Bonus • 02: No Bonus • 03: No Bonus • 04: No Bonus • 05: +1 Victory Star • 06: +2 Victory Stars • 07: +3 Victory Stars • 08: +5 Victory Stars • 09: +7 Victory Stars • 10: +10 Victory Stars League of Evil Rank Bonus • Qualifier through Silver III: No Bonus • Gold I: +1 Victory Star • Gold II: +2 Victory Stars • Gold III: +3 Victory Stars • Obsidian I: +4 Victory Stars • Obsidian II: +6 Victory Stars • Obsidian III: +8 Victory Stars • Dread: +10 Victory Stars Victory Star Performance Multiplier (Applied as a multiplier to any bonus stars gained above) • 1-Star: 100% • 2-Star: 150% • 3-Star: 200% Can I have an example formula? Sure! [Gene: modifying a bit from MWyatt's previous example, in an effort to further clarify] Let's look at a Dungeon Heart level 6 dungeon, where the Keeper achieving victory is at Obsidian I rank in the League Evil: • Dungeon Heart Level 6 would result in +2 Victory Stars bonus • League of Evil Rank of Obsidian I would result in +4 Victory Stars Bonus • If they achieved a 1-Star Victory: 1 + ((2 + 4) * 100%) = 7 total Victory Stars • If they achieved a 2-Star Victory: 2 + ((2 + 4) * 150%) = 11 total Victory Stars • If they achieved a 3-Star Victory: 3 + ((2 + 4) * 200%) = 15 total Victory Stars

Additionally, in celebration of the World Cup, the following temporary change will be in effect for the next week:

Summoning Time Reduction! - From now until Monday, July 14 (mid-morning to afternoon, most likely), there is a ~75% reduction in the amount of time it takes to summon Minions at your Dungeon Heart. (The percentage is approximate; actual values below):


Minion Normal Summon Time Temporary Skeleton 20s 5s Troll 45s 12s Warlock 90s 20s Bile Demon 3m 45s Necromancer 10m 2m Ghost 20m 5m Vampire 30m 7m Mistress 45m 10m Dragon Whelp 60m 15m Enjoy!! Goalkeeping Dungeon Keepers, unite! GOOOOOOOAL!

Finally, as with most Hotfixes/Updates, guild information and functionality may be a bit wonky for a bit after we push the Hotfix to Live. For those experiencing issues with guild information "missing", etc... please try completely closing out of the game, and re-launching the app, to refresh.

From <http://forums.dungeonkeeper.com/viewtopic.php?f=4&t=6600>

DISCUSSION: Trolls in Game Update #4[]

by MWyatt_Mythic » Wed Jul 02, 2014 4:07 pm I want to shed some light on how the Trolls will behavior when Game Update #4 goes live as it's been a while since we've announced our plans for them.

In Game Update #4, Trolls have gotten a bit more intelligent with how they behave.

Will Trolls seek out the hostile Rooms? Yes. This will be their priority. We have a major feature coming with Game Update #4 to significantly improve new player education to combat any confusion about their behavior. This means that the Trolls will not attempt to attack a Dungeon Heart, Treasury, Warehouse, Guard Post, or Guild Lair until all other Rooms are destroyed.

Will Trolls seek out attackable Traps, too? Not exactly. Trolls will no longer intentionally run off to attack a Trap unless that Trap has actively taken a hostile action against a specific Troll or Trolls and is within a reasonable travel distance. In the case of Anti-Air Traps which do not actively attack the Troll, it will be seen and attention diverted by nearby Trolls if revealed.

  • This does mean that not all Trolls will stop attacking a Room and run for the hostile Trap. Only the ones actively affected will do so.

My Trolls are attacking a Room while a Cannon Trap is firing at them, what happens? Any Troll hit by the Cannon Trap will stop attacking the Room and divert its attention to the Cannon Trap.

Trolls vs Swampus. Cannon Traps are firing at my Trolls. What happens? Minions and Immortals hate each other above anything else. In this example, the Trolls will continue fighting Swampus until he's defeated before seeking out another target.

Doors! I deploy my Trolls near a Door and they run off around it instead of bashing it in. Will this still happen? Trolls are not a fan of Doors and will now prefer to smash them in instead of finding a faster route around them.

This thread will be heavily moderated and is intended to only discuss its specific topic or related elements. Please keep all replies on topic and as constructive as possible. As always, any upcoming changes may be further modified and this thread will be updated accordingly.

From <http://forums.dungeonkeeper.com/viewtopic.php?f=7&t=6559>


HOTFIX NOTES - June 6, 2014[]

by MWyatt_Mythic » Fri Jun 06, 2014 4:50 pm Hotfix Notes - Jun 6, 2014

Happy Friday, Keepers! As we enter into the weekend, we have a few hotfixes that we recently pushed live about which we wanted to make everyone aware:

6th Imp Discount Promo Ends The limited time window for purchasing the 6th imp has come to an end.

Dig Timers Reduced Medium Gem Veins are now 2h digs and Hard Gem Veins are now 12h digs.

Apple Appreciation Promotion Similar to the free DK Premium Boost previously granted to Google/Android users, beginning June 10th, 2014 at 14:00 GMT, all Apple/iOS users will receive their own DK Premium Boost that will last until June 17th, 2014 at 01:00 GMT.

More Upcoming Event Raids Event Raids will be returning beginning June 10th, 2014.

(As with most hotfixes and server updates, guild information and functionality may be a bit wonky for a bit after we push the change to Live. For those experiencing issues with guild information "missing", etc... please try completely closing out of the game, and re-launching the app, to refresh.)

From <http://forums.dungeonkeeper.com/viewtopic.php?f=4&t=6109>


HOTFIX NOTES - May 27, 2014[]

by MWyatt_Mythic » Tue May 27, 2014 3:07 pm Troll AI Changes/Partial Reversion We will be further improving Troll AI when Game Update #4 goes live but, in the interim, we will be partially returning Trolls to their behavior prior to Game Update #3. Trolls will prioritize any self-defending Room and Trap above all others, however, Trolls will not be given back their damage bonus against the defenseless Rooms.

Matchmaking Finessing The Dungeon Composition Rating (DCR) being accounted for both the Matchmaking Value and reward structure has had its weighting reduced. This means that Trophy counts will be much more impactful on overall Matchmaking, Trophy gains, and Trophy losses.


A few additional changes in this Hotfix:

Memorial Day Weekend Promotion Ends As indicated in the May 23 Hotfix Notes, the bonuses associated with the Memorial Day Weekend Promotion have been reverted back to their normal state, regarding gem accrual while raiding other players, and initiating Revenge attacks. We hope everyone enjoyed the extra gems!

6th Imp Sale For a limited time, we're once again offering the purchase of the 6th imp for a reduced price of 1500 gems:

Been on the fence about whether or not to get that 6th imp? Well, this just might help you decide!

As a reminder, not only does this add another worker to do your bidding with digging, building and upgrading... "motivating" your imps with a good slap (some might call it showing them the proper imp-spiration) increases their 2x productivity bonus to 8 hours, when you have all 6 imps!


(As with most hotfixes and server updates, guild information and functionality may be a bit wonky for a bit after we push the change to Live. For those experiencing issues with guild information "missing", etc... please try completely closing out of the game, and re-launching the app, to refresh.)

From <http://forums.dungeonkeeper.com/viewtopic.php?f=4&t=5790>


HOTFIX NOTES - May 23, 2014[]

by Gene_Mythic » Fri May 23, 2014 4:32 pm Happy Friday, Keepers!

In celebration of Memorial Day weekend (US), we've made the following in-game bonuses available to everyone, through Tuesday of next week (May 27, likely mid-morning/early afternoon EDT): • Players now earn 2x Gems per Victory Star earned while raiding an opponent, up to a maximum of 20 Gems • Players will also earn 2 Gems per Victory Star earned during a Revenge Attack (only limited by the number of Revenge attacks that you're able to make and achieve victory) Enjoy! For those of you about to enter a holiday weekend, have a good one!

Also: EA Mythic offices in Fairfax, VA will also be closed on Monday, for the Memorial Day holiday. Our CS team will, however, be on-hand and processing in-game support tickets.

Finally, as with most Hotfixes/Updates, guild information and functionality may be a bit wonky for a bit after we push the Hotfix to Live. For those experiencing issues with guild information "missing", etc... please try completely closing out of the game, and re-launching the app, to refresh.

From <http://forums.dungeonkeeper.com/viewtopic.php?f=4&t=5672>

(v3.1) Hot Topics & Known Issues

by MWyatt_Mythic » Sat May 17, 2014 1:03 am Known Issues These are major issues that are bugs or where the community and development team are in clear agreement. By no means does this list intend to call out the only bugs that may exist but rather those that have been causing heavy debate by the community. The Bug Reports forum is constantly monitored by the development team and submissions are properly investigated and tracked. • (Status: Confirmed) Inconsistent Minion AI Targeting (aka target "bleeding" and "splitting") This issue is two parts, one being a bug and the other being intentional. The "bleeding" aspect is definitely a bug and one we're actively trying to fix as soon as possible and is a likely contributor to other perceived issues (such as Ghost AI targeting). The "splitting" aspect was a design decision made prior to soft launch of the game when two (or more) targets are equidistant from a Minion. This is proving to be a source of confusion and frustration and something we will be revisiting for a future Game Update. • (Status: In Game Update #4) Strength of Disable Trap Spell This spell is having it's functionality changed for Game Update #4 to address its overpoweredness at the higher levels in addition to cleaning up its UI. Additionally, there are some bug fixes that have been addressed with it (and all Spells) where input detection is simply too precise for mobile devices and the issue where not all Traps are being properly highlighted. Hot Topics These are items under heavy scrutiny by the community and addressed by the development team. • (Status: Development) Troll AI changes introduced with Game Update #3 UPDATE: HOTFIX NOTES - May 27, 2014 We will be further improving Troll AI when Game Update #4 goes live but, in the interim, we will be partially returning Trolls to their behavior prior to Game Update #3. Trolls will prioritize any self-defending Room and Trap above all others, however, Trolls will not be given back their damage bonus against the defenseless Rooms. • (Status: Analyzing) Matchmaking explained There's been a bit of confusion and misinformation being mentioned about matchmaking so we're giving a brief summary remove any confusion. The first pass looked only at Trophy counts but there is a notable size of players who prefer to engage in PVP infrequently and this caused a great imbalance at the earlier levels of the game. This imbalance was further compounded by players having the capability to "game" the system in order to prey on lower level players.

This led to where we are today: Matchmaking (and Trophy gain/loss) is calculated by looking at both a player's Dungeon progression (also known as Dungeon Composition Rating or DCR) as well as the Trophy count. These two values provide a Matchmaking Rating (or MMR) that determines which bracket a player's opponents reside. Once an opponent has been found, the MMR of each player are compared directly to determine the expected result of the Raid. As of May 7, 2014, we've introduced a number of more brackets to further subdivide players into groups with better chances of being matched against an appropriately-powered player. Data is being analyzed to determine the health of the latest adjustments. At this time, there are no plans to make any immediate adjustments. • (Status: Closed) Tiny (the Immortal) balance changes Tiny was simply too powerful as she had immense levels of health to withstand a barrage of attacks made against her - especially at the mid to higher levels. She was adjusted to be less of a tank and more of viable damage dealer in an effort to breach defenses. Our internal data tracking shows that, despite the changes made to Tiny, players are still able to win Raids with her at levels comprable to those before the change. Those Raids do require some additional support from the controller, however, such as Spell casting and/or other deployment orders. This is the intended behavior. There are no plans to make any further adjustments at this time.

From <http://forums.dungeonkeeper.com/viewtopic.php?f=7&t=5400>


Game Update #3.1 (version 1.0.69) - May 13, 2014 [EN][]

by Gene_Mythic » Tue May 13, 2014 1:08 pm Mid-May Modifications (and Fixes!) Client version 1.0.69 (all platforms) (Be sure to get the new client when it becomes available in your platform's store! For the first 24 hours or so after this update goes live, it will likely be necessary to manually update your game client)

Updates Dungeon Design & Management • If a Dungeon has an invalid layout, attackers will now be shown the path that Minions will use to get to any invalid locations. Previously, the game would just path the Minions there, but it would still appear inaccessible. PvP • The Raid preview screen will now display the number of trophies that a player stands to lose or gain as the result of a given attack. Bug Fixes Game Performance • We’ve fixed a rare crashing issue that could result during replays where Deegg & Dugger were used. Guilds • We’ve fixed a display issue where in some circumstances, all Guild members would display as having 100,000 combat points in the guild members list, rather than their actual value. • We’ve identified and fixed a rare issue where the Guild member list/roster could become corrupted temporarily, when scrolling. This also fixes the issue where the “boxes” for each user might disappear while scrolling. • We fixed an issue where the timers on Donate Minion and Withdraw Minion would appear to change based on each other’s status in rare situations. This fixes that display so that the proper timer shows for each. Minions • We fixed an issue where Minions could attempt to ‘walk through a wall’ to get to a disconnected portion of the dungeon. Note: in invalid layouts, Minions will still be able to get to all parts of a Dungeon, and the path taken is now appropriately displayed. • We optimized how Minions respond to airborne attacks, to ensure that they only engage if the target is close enough to properly path to. This fixes an issue where some Minions, notably Vampires, might traverse the entire dungeon map to reach an airborne attacker. Spells • We’ve resolved a display issue that some players experienced where spells being leveled up during PVP/PVE engagements would erroneously display Level 8, regardless of actual level. User Interface • We’ve fixed the issue that some players had where they were not receiving offline notifications that they’d been attacked, as well as not seeing the “You’ve Been Attacked!” screen when logging into the game. • We’ve fixed a display issue where the DK Premium button would incorrectly appear on Victory/Defeat screens when testing a Guild member’s dungeon. • We fixed an issue with the in-game customer support ticket entry form that—on some devices--would cause the entered text to sometimes disappear, making submitting tickets quite difficult. • We fixed a display issue with erroneous negative totals (like, in the -4.3 billion range) being reported on the Victory/Defeat screen, in some situations. Finally, as with most Updates/Hotfixes, guild information and functionality may be a bit wonky for a bit after we push the Update to Live. For those experiencing issues with guild information "missing", etc., please ensure that you've successfully updated your game client to version 1.0.69.

From <http://forums.dungeonkeeper.com/viewtopic.php?f=4&t=5222>


HOTFIX NOTES - May 12, 2014[]

by Gene_Mythic » Mon May 12, 2014 3:13 pm Happy Monday, Keepers!

We're in the process of pushing the following fixes and modifications to the live server:

Matchmaking Adjustments We've increased the number of brackets that separate out the population in a more meaningful manner. This should mitigate the majority of instances where there seems to be a noticeably wide disparity between dungeons (both in trophy counts, as well as dungeon composition). We're also removing the artificial reduction on legacy Dungeons with a Dungeon Heart level 7 or below.

Troll Balance Adjustments With the AI changes made to the Trolls, they've gained a significant amount of power for the attacker to a level where other army compositions are noticeably less effective. Trolls are intended to be the Trap and self-defending Room destroyers and not a replacement for the Bile Demon or Vampire. Please note that the text on the Troll's information panel will not be updated until Game Update #4, however. • No longer deals additional damage to Dungeon Hearts, Guard Posts, Guild Lairs, Treasuries nor Warehouses. Bile Demon Balance Adjustments Always intended to be the destroyers of Treasuries and Warehouses, the Bile Demon was overshadowed by the Troll with the AI changes made to Trolls in Game Update #3. They will now reclaim their place in the spotlight for these targets, as Trolls will no longer have a damage bonus against Treasuries and Warehouses. The reduction of the Bile Demon's population cost (see below) is to further encourage meaningful player choice, without too much disruption in army compositions that existed prior to this hotfix. • Now consume 4 Housing Space when summoned (down from 5) Ghost Balance Adjustments With the change to Anti-Air Trap's damage output in this same hotfix, Ghosts were much squishier than intended. Therefore: • Health increased to [520/695/865/1045/1220/1390] (up from [380/505/630/760/885/1010]) Dragon Whelp Balance Adjustments With the change to Anti-Air Trap's damage output in this same hotfix, Dragon Whelps became too fragile as well. Therefore: • Health increased to [1360/2040/2720/3400] (up from [910/1370/1830/2290]) Tiny (the Immortal) Balance Adjustments Without sugar-coating it, this Immortal has been simply too powerful, when used effectively. • Now takes 2x damage from Lightning sources • Health has been reduced by 20% • Now deals damage once every 2s and damage-per-second has been increased by 60% Anti-Air Trap Balance Adjustments These traps have been under-performing, and it's time they pack more of a wallop. This is intended to create more meaningful choices for attacking players on which Spells to use, depending on his/her strategy. Additionally, Anti-Air had limited coverage over the Dungeon Heart and Graveyard, and this is being corrected with this hotfix: • Now has an Attack Range of 6 (up from 5) • Now deals [252/280/308/336/364/392] Fire Damage every 3.5 seconds (up from [108/120/132/144/156/168])

Additional fixes and adjustments • We've isolated and fixed an issue where under certain conditions, viewing the Leaderboards could cause the app to crash for some users. • We've fixed an issue where the Tournament timer was having difficulty distinguishing Qualifier start and Tournament start. References to Qualifier start should now be accurately reflected. • We've adjusted the Qualifier and Tournament schedules for Tournament #2 as follows: ○ The next Qualifier Round will begin on May 19 at 17:00 GMT / 1:00p EDT / 10:00am PDT (Qualify with 250 stars) ○ The Qualifier Round will end and Tournament #2 will begin on May 22 at 17:00 GMT / 1:00p EDT / 10:00am PDT ○ Tournament #2 will come to a close on May 26 at 17:00 GMT / 1:00p EDT / 10:00am PDT Finally, as with most Hotfixes/Updates, guild information and functionality may be a bit wonky for a bit after we push the Hotfix to Live. For those experiencing issues with guild information "missing", etc... please try completely closing out of the game, and re-launching the app, to refresh.

From <http://forums.dungeonkeeper.com/viewtopic.php?f=4&t=5153>


HOTFIX NOTES - May 1, 2014[]

by Gene_Mythic » Thu May 01, 2014 1:13 pm Yay, it's May!!

This afternoon, we're pushing a Hotfix (in progress at the time of this writing) to the live game that addresses the following: • We've fixed an issue that was preventing players from properly rescuing a captured Immortal on Revenge raids. • We've fixed an issue where Resupplying with a captured Immortal could cause it to improperly disappear. • We've fixed an issue where victory stars of already-qualified guilds were cleared, and began accumulating again. This was a visual issue only, as standings in the Tournament were not affected. • We've patched a few text strings to promote clarity and remove confusion on the 'Ready to Go' window and Tournament pages. IMPORTANT NOTE: As a result of these changes, Victory Star counts for the current Qualifier round have been wiped. Do not panic! All qualifying seats for this round had already been filled, and a wipe would have occurred prior to the Tournament starting (as is by design). No guild placement in Tournament brackets has been altered as a result of the star wipe.

Finally, as with most Hotfixes/Updates, guild information and functionality may be a bit wonky for a bit after we push the Hotfix to Live. For those experiencing issues with guild information "missing", etc... please try completely closing out of the game, and re-launching the app, to refresh.

From <http://forums.dungeonkeeper.com/viewtopic.php?f=4&t=4615>


HOTFIX NOTES - Apr 29, 2014[]

by Gene_Mythic » Tue Apr 29, 2014 2:36 pm Good afternoon, all!

Just a short while ago, we implemented a few fixes to the live game to address the following issues: • Guild invites will now "time out" after three days of being sent, if not accepted. This should help with those invites "clogging up" total guild member numbers, etc. • We've fixed the issue where Leaderboards were showing member counts of 0 for an extended period of time. It is still necessary for the guild score to change for the member count to update, however. • We've begun prepping some pending changes to the Tournament schedule and qualifying requirements. More details to come in the future! IMPORTANT NOTE: As a result of these changes, Victory Star counts for the current Qualifier round have been wiped. Do not panic! All qualifying seats for this round had already been filled, and a wipe would have occurred prior to the Tournament starting (as is by design). No guild placement in Tournament brackets has been altered as a result of the star wipe.

From <http://forums.dungeonkeeper.com/viewtopic.php?f=4&t=4483>

PENDING HOTFIX: Apr 24, 2014[]

by Gene_Mythic » Thu Apr 24, 2014 12:45 pm Just a quick heads up, gang:

We're going to be pushing a hotfix in a short while to fix some random crashing issues, and to address the issue where attempting to fill mana while testing a Dungeon could result in getting ejected from that test dungeon.

As per usual, this will make affect guilds temporarily (not on the scale that an actual game client update would).

Thanks!

From <http://forums.dungeonkeeper.com/viewtopic.php?f=7&t=4145>


HOTFIX NOTES - Apr 18, 2014[]

by Gene_Mythic » Fri Apr 18, 2014 3:34 pm Apr 18 Hotfix Notes

Happy Friday, everyone!

We're in the process of pushing to the live server a Hotfix to implement the following: (Please note: at the time of this writing, this is currently in the process of being deployed; it may take some time for the changes to fully propagate.) • More Easter Weekend Goodness! From now through Monday (Apr 21) mid-morning EDT, all Combat Point accruals are doubled! Now is a great opportunity to work on some of those Guild Achievements that involve Combat Points! Finally, as with most Hotfixes/Updates, guild information and functionality may be a bit wonky for a bit after we push the Hotfix to Live. For those experiencing issues with guild information "missing", etc... please try completely closing out of the game, and re-launching the app, to refresh.

From <http://forums.dungeonkeeper.com/viewtopic.php?f=4&t=3843>


HOTFIX NOTES - Apr 17, 2014[]

by Gene_Mythic » Thu Apr 17, 2014 10:33 am Apr 17 Hotfix Notes

Happy Thursday, everyone!

We're in the process of pushing to the live server a Hotfix to implement the following: (Please note: at the time of this writing, this is currently in the process of being deployed; it may take some time for the changes to fully propagate.) • Easter Weekend Summoning Time Reduction! - From now until Monday, Apr 21 (mid-morning, most likely), there is a ~75% reduction in the amount of time it takes to summon Minions at your Dungeon Heart. (The percentage is approximate; actual values below):

Minion Normal Summon Time This Weekend Skeleton 20s 5s Troll 45s 10s Warlock 90s 20s Bile Demon 3m 45s Necromancer 10m 2m Ghost 20m 5m Vampire 30m 7m Mistress 45m 10m Dragon Whelp 60m 15m

This weekend, bunny rabbits aren't the only ones that get to be... prolific. • Swampus Sale Weekend! - From now until Monday, Apr 21 (mid-morning, most likely), Swampus will be available for a reduced cost of 800 gems. • Additional Matchmaking Tweaks - Continuing efforts to smooth out the playing field. Finally, as with most Hotfixes/Updates, guild information and functionality may be a bit wonky for a bit after we push the Hotfix to Live. For those experiencing issues with guild information "missing", etc... please try completely closing out of the game, and re-launching the app, to refresh.

From <http://forums.dungeonkeeper.com/viewtopic.php?f=4&t=3802>


Game Update #3 (version 1.0.66): 4/23/14 [EN][]

by Gene_Mythic » Wed Apr 23, 2014 12:06 pm War.... is HERE! Client version 1.0.66 (all platforms) (Be sure to get the new client when it becomes available in your platform's store! For the first 24 hours or so after this update goes live, it will likely be necessary to manually update your game client)

Features The League of Evil - The League of Evil is a competitive 'ladder system' that recognizes and rewards PVP prowess and excellence. Players are divided into brackets based on their ELO (Trophies); as their trophies count changes, so, too, will their standing in the ranks... sometimes up, sometimes down. (Pro tip: you want it to go up.) Each bracket/rank awards various currency (gold and stone) bonuses and a bonus to Combat Point accrual upon achieving successful PVP victories. Players also receive a one-time Gem reward via the Achievement system as they promote through the ranks.

There are 14 different ranks, each with a "minimum trophies threshold", a "maximum trophies threshold", and a "demotion threshold". The minimum threshold is the minimum number of trophies required to attain a particular rank; the maximum threshold is the upper limit of trophies for a particular rank; and the demotion threshold is the number of trophies that, once a player's trophy count falls below, they are demoted to the previous rank.


One of the more tangible rewards for ascending through the various ranks of the League are the bonuses you get to Gold, Stone and Combat Point rewards upon achieving PVP victories. The table below outlines those bonuses:


Each time a player advances into a new bracket/rank for the first time, they unlock the associated Achievement and its accompanying gem reward. Like so:


Guild Tournaments - Show your guild’s might in bi-weekly Tournaments. Fight to win the exclusive rank of Horny’s Chosen and HUGE GEM PAYOUTS! • Tournaments are broken into two phases: the Qualifiers (held to determine which guilds will participate) and the Tournament, itself. ○ The top 20 Guilds (based on guild leaderboard standing) at the end of the Qualifiers will automatically be seated for the Horny’s Chosen bracket, which is for the elite of the elite. ○ The rest of the seats in the Tournament will be given out in order as Guilds achieve the minimum requirement to qualify (currently 750 Victory Stars.) ○ The first five guilds to reach the goal will be added to the Horny’s Chosen bracket as Challengers. ○ The next 1,000 guilds to qualify will be put in the standard Tournament, and will be broken out into brackets of 100 guilds each. ○ Once all seats are filled, no additional guilds will be seated until the next qualifying round. ○ Any Victory Star progress during Qualifiers will be thrown out after that phase, and all Guilds will start on an equal footing in the Tournament phase and any subsequent Qualifiers. ○ Players will be able to view how many seats are available, what their guild status is towards the qualifying goal, and individual participation of Guild members, so they can push to get included. • Once the qualifiers are over, the tournament phase will begin. ○ To win (and qualify for prizes), Guilds will want to be in the top 3 of their bracket. ○ Rank in brackets is based on the number of victory stars accumulated by that guild over the course of the Tournament. ○ Prizes for Horny’s Chosen are extremely rewarding, and the 1st-place Guild will also receive a championship ring on their Guild showing that they won this elite Tournament. The ring will increment if the Guild wins multiple tournaments. ○ Winning guilds will have their reward split automatically amongst the Guild's members, based on participation. (i.e., if you were individually responsible for 50% of the star gains, you would receive 50% of the overall reward. • Once the Tournament phase is over, winners are calculated, paid out, and a new qualifying round will begin soon thereafter. • Any qualified Guild that did not win will have a chance to win the Tournament Lottery for a substantial gem payout. • Values, time-frames, and payouts are subject to change over the course of subsequent Tournaments. • PLEASE NOTE: For the 1st Guild Tournament, we'll be deviating a little bit from our normal cadence and qualifying rules: ○ The first Qualifying round will run from Saturday (Apr 26) at ~midnight EDT through Sunday (May 4) ~midnight EDT. ○ While the qualifying requirements will NORMALLY (as outlined above) be 750 Victory stars, for the first Tournament, this requirement is reduced to 200 Victory stars. ○ The actual 1st Tournament (after the Qualifying round) will begin on Monday, May 5, ~midnight EDT, and run through Sunday, May 11, ~midnight EDT.

Rearm Consumable Traps - For some time, players have asked for the ability to be able to re-arm all consumable Traps in one fell swoop, rather than having to replace them after being used. Now... you can!

Once a consumable Trap has been used, it will remain in its original location but remain in it’s ‘deployed’ position, accompanied by a VFX to make it more apparent. When one of these Traps is selected, players will now be prompted with a "Re-Arm" button. If pressed, the Trap will be re-armed for the same gold cost as original purchase/placement.

Now here's the beautiful part: If more than 1 trap has been used, tapping on this Trap will trigger a 2nd button: “Re-Arm All”. This button will display the combined cost of all deployed Traps, and tapping it will automatically replace all offline/inactive Traps with online/active versions of themselves!

Additionally, if any consumable Traps are offline when you reconnect to the game, the “We’ve Been Attacked” screen will also display a button to re-arm them all by paying the applicable Gold cost.

If a player ever doesn't have enough Gold to re-arm his/her Traps, a prompt will trigger asking if they would like to purchase the required amount. If you choose to proceed, the Gold will be purchased and the requisite amount automatically spent on re-arming all Traps. If you decline, no Traps will be re-armed, and it will become necessary to re-arm them manually once you have enough Gold.

If you have any offline Traps while being attacked, they will be hidden entirely from your attacker, and treated as if they were not present at all.


Resupply Army - This feature will allow players to instantly summon the last army they used in a PVP or PVE engagement, for a reduced gem cost, to get immediately back into the action with their next opponent (or PVE Dungeon). Included in the cost: mana refill, the gold cost associated with each individual Minion summon (bundled in for free), and the Battle cost in gold (bundled in for free). If a player's Immortal was knocked out in the previous engagement, the gem cost will also reflect the revive cost.


Daily Attack Rewards - For each victory star that a player earns in a Raid that they initiate (separate from Revenge attacks), they will receive 1 Gem, up to a limit of 10 per day.


Revenge Bonus - For each victory star that a player earns during a Revenge attack, they will receive 1 Gem. This is 'organically' limited only by the number of Revenge attacks a player is able to launch against those who previously attacked them.


Win Streak Bonus - Each time a player wins a PVP raid (that they initiated), a counter goes up. Once that counter reaches 3, they will start to receive a bonus on their Victory Screens, which applies an added percentage of resources to the player’s plundered resources. This added percentage is determined by which stage of their Win-streak they are on. The percentage bonus is calculated from the base amount plundered, plus all flat bonuses (example: League of Evil Tier Bonus). The first time the player loses, their Win Streak counter is reset to 0.

Bonus percentages are applied to both Gold and Stone, and calculated based on the base amount stolen, plus flat bonuses.

Win 3 = 10% bonus Win 4 = 15% bonus Win 5 = 20% bonus Win 6/MAX = 25% bonus (Win Streaks can go above 6 for the purposes of bragging rights, but the bonuses cap out at 25%)


Updates Dungeon Design & Management • Players can no longer fill in tiles adjacent to unclaimed Mines and Quarries. Gameplay • We’ve added the ability to test a friend’s Dungeon (as with testing your own dungeon, there is no cost to do so, nor any reward). This option can be found by choosing a friend on the Friend’s list (which is now available via the Leaderboards menu). • We’ve added the ability to test a guild mate’s Dungeon (as with testing your own dungeon, there is no cost to do so, nor any reward). This option can be found by choosing a guild mate in the Guild roster in the Guild menu. • In an effort to provide attacking players with more time to plan or pass on the attack, we have increased the time before combat automatically starts in PVP raids to 60 seconds. HOWEVER, please note: Attacks can be started at any time before this 60 seconds elapses, simply by deploying a Minion or using a Spell. • Matchmaking will now avoid matches against fellow Guild mates. Guilds • We’ve revamped the Guild Minion Withdraw and Donate windows for better usability and improved information. The windows will now display what the player and/or guild has left, in addition to what is being donated or withdrawn. • We’ve made Guild Chat respond better, and have incorporated more information into chat, including: ○ Leader/Lieutenant messages appearing in a separate color ○ When a new member joins or leaves ○ Whom a new member was accepted or kicked by ○ When a member is promoted or demoted, and to what rank ○ When a Guild levels up, including the level it has achieved ○ When a Guild purchases a new Perk, as well as the name/rank of that Perk • The Guild Settings tab will now only display for Guild Leaders. • The Guild roster will now track lifetime donated Minions. Please note that this will not be retroactive; it will begin tracking them from this update, going forward. Immortals • Deegg & Dugger’s “Pack Leader” special ability no longer affects Reinforced Walls. • We’ve added Deegg & Dugger's Burrow data to the Info Panel and Upgrade Screens. Minions • When summoning Minions at your Dungeon Heart, the Summoning window will now show how many Minions of an individual type that you currently have summoned, rather than the level of those Minions, as was displayed previously. • Trolls will now attack the nearest Trap or Room. • Ghosts are now vulnerable to Lightning damage, but will now also target the Dungeon Heart with the same priority as any other Room or Trap. Miscellaneous • We’ve increased the scale of the Guild Standard Bearer’s banner by 50%, in order to more easily identify him in a crowd. • Changed the title of "Leaderboards" to Top Keepers and "Guild Leaders" to Top Guilds. • We’ve added text to the Fortification boost to make it clear that Reinforced Walls aren't affected by the boost’s effect. • We’ve changed the loading message/screen to better reflect what it is occurring. • We’ve added text to better differentiate between Trophy win/loss quantities. Traps • The Bug Zapper now has a half-second delay before firing, once triggered, and has had its radius increased by 1 Tile. User Interface • There is now a “News & Updates” screen that will display after game updates have gone Live to inform players about all the cool stuff that has been added in the update. For example, for this update, we cover all of the features noted above in the Features portion of the Patch Notes. Clicking on any news items in the window will provide information about that feature, how to access and/or use it, and why it’s cool. • We’ve revamped the Raid Screen to show more information: ○ Player vs. Player raids will now display your current Win-streak (if applicable) and any available daily bonus gems that can be earned. (See Features for more information about these new incentives.) ○ Event or Exclusive Raids that are available will now display the maximum rewards for completing all waves of the Raid. ○ The Campaign button will now display the rewards from the next available raid. • We’ve redone the Victory/Defeat screen to highlight information better and to include all the cool bonuses and options introduced in this update. Bonuses accrued will now display individually and roll into your overall total. Where applicable, the bonus from DK Premium is added and calculated after all resources and bonuses have been tabulated, making that boost even more useful. • There is now an option to purchase DK Premium directly from the Victory/Defeat screen when it displays what you would gain from the bonus. Purchasing it here will grant players the bonus resources from the raid they finished, so you never have to worry that you forgot to keep DK Premium active. • The “Are you ready to go?” window that surfaces as you begin to launch an attack now displays your current available Mana, and allows you to refill it before entering your opponent’s Dungeon. Also, there is now a warning reminder about losing your Cave-In boost (if applicable) if you attack, directly on this window. • The Guild Perks tracker has been redone for better legibility, and will hopefully be more useful! • We’ve swapped the Leaderboard and the Achievements buttons. The Leaderboards menu is now available at all times on the Dungeon view, while the Achievements button can be found in the pop-out menu, along with Settings and Replays. • The Friend’s list has been moved out from the Guild menu to the Leaderboard menu as a drop-down selection. • Guild information for an attacker will now display on the Combat Summary screen in Replays.

Bug Fixes Audio & Art • We fixed a graphical oddity that could occur when moving the camera around while a destroyed building is selected. Game Performance • We’ve reduced the memory footprint of the game to allow it to play better on devices where the game’s requirements are close to the maximum addressable memory. • We’ve made modifications to our server code to better handle combat and increase stability. • We’ve refactored some of the Replay code to make the feature more consistent in displaying what occurred in the accompanying Raid. • We’ve fixed a potential Tutorial crash issue. • We’ve fixed a number of issues that could potentially occur when the game has been left idle and then the device’s lock button is used. Gameplay • If a player attempts to summon more Minions while in the pre-Raid menu, when exiting the Summon screen, the player is no longer taken out of the Campaign Menu. Guilds • The game client will now provide an error message if a guild leader and/or officer attempts to promote a guild member and they have already recently been promoted. • Performing a search without any search criteria input into the text-entry field will now inform players that they need to enter information before the search query will function properly. • We fixed an issue where the Donate button was non-functional when the Guild Chat was the last menu opened. Miscellaneous • The game client will now provide players with an error message if they have played on a newer version of the game, and attempt to load a previous version. This change simply messages the issue better, so that players update their game client properly for all devices. • When refilling resources via gem expenditure in the Shop, players can no longer purchase multiple refills at the same time. • We fixed an issue where switching Leaderboards could overlap data briefly while loading new information. • We’ve updated the "purchase complete" message to reflect what has actually transpired (ie., "you got gems", etc.) • [Android-specific] We’ve added additional checking to ensure purchases are not put in a pending status. User Interface • Players can no longer change multiple Settings at the same time by using multi-touch functionality. • The notification badge when new Minions are available is no longer displayed on the floating Raid menu icon above the Dungeon Heart, if new Minions are unlocked while at maximum population. • The portal icon from the Dungeon Heart is no longer cut off the screen in the “you unlocked” pop-up. • Timers will no longer be hidden under the gem icon when swiping the screen/camera right or left. • We implemented a fix for a positioning bug that could occur if a player closed the Shop while an info window was open. • [Android-specific] We fixed a number of user interface issues discovered on specific devices. • [Amazon-specific] When offline, the warning message about progression not being saved will display the proper icon.

From <http://forums.dungeonkeeper.com/viewtopic.php?f=4&t=4055>

UPCOMING CHANGES: Game Update #3 Highlights[]

by Gene_Mythic » Fri Apr 11, 2014 3:14 pm While this won't be an exhaustive list of everything coming in Game Update #3, we wanted to provide everyone with information about some of the highlights of the newest game features making their way into the game! Please keep in mind that these changes are NOT live currently; Game Update #3 is in the early stages of Certification, so we're still a ways out from the Update going live. Additionally, the focus of this post is new game features; we still have performance enhancements incoming that we hope will address many of the crashing issues that some folks have been experiencing; we also have back-end adjustments being implemented in an effort to re-stabilize the game economy; we also have fixes/enhancements coming with this update that address inaccurate Replays. And a bunch of bug fixes, as there are in every Update.

Without further ado, here's what's on the horizon regarding new game features coming in Game Update #3:


The League of Evil - The League of Evil is a competitive 'ladder system' that recognizes and rewards PVP prowess and excellence. Players are divided into brackets based on their ELO (Trophies); as their trophies count changes, so, too, will their standing in the ranks... sometimes up, sometimes down. (Pro tip: you want it to go up.) Each bracket/rank awards various currency (gold and stone) bonuses and a bonus to Combat Point accrual upon achieving successful PVP victories. Players also receive a one-time Gem reward via the Achievement system as they promote through the ranks.

There are 14 different ranks, each with a "minimum trophies threshold", a "maximum trophies threshold", and a "demotion threshold". The minimum threshold is the minimum number of trophies required to attain a particular rank; the maximum threshold is the upper limit of trophies for a particular rank; and the demotion threshold is the number of trophies that, once a player's trophy count falls below, they are demoted to the previous rank.


One of the more tangible rewards for ascending through the various ranks of the League are the bonuses you get to Gold, Stone and Combat Point rewards upon achieving PVP victories. The table below outlines those bonuses:


Each time a player advances into a new bracket/rank for the first time, they unlock the associated Achievement and its accompanying gem reward. Like so:


Guild Tournaments - Show your guild’s might in bi-weekly Tournaments. Fight to win the exclusive rank of Horny’s Chosen and HUGE GEM PAYOUTS! • Tournaments are broken into two phases: the Qualifiers (held to determine which guilds will participate) and the Tournament, itself. ○ The top 20 Guilds (based on guild leaderboard standing) at the end of the Qualifiers will automatically be seated for the Horny’s Chosen bracket, which is for the elite of the elite. ○ The rest of the seats in the Tournament will be given out in order as Guilds achieve the minimum requirement to qualify (currently 750 Victory Stars.) ○ The first five guilds to reach the goal will be added to the Horny’s Chosen bracket as Challengers. ○ The next 1,000 guilds to qualify will be put in the standard Tournament, and will be broken out into brackets of 100 guilds each. ○ Once all seats are filled, no additional guilds will be seated until the next qualifying round. ○ Any Victory Star progress during Qualifiers will be thrown out after that phase, and all Guilds will start on an equal footing in the Tournament phase and any subsequent Qualifiers. ○ Players will be able to view how many seats are available, what their guild status is towards the qualifying goal, and individual participation of Guild members, so they can push to get included. • Once the qualifiers are over, the tournament phase will begin. ○ To win (and qualify for prizes), Guilds will want to be in the top 3 of their bracket. ○ Rank in brackets is based on the number of victory stars accumulated by that guild over the course of the Tournament. ○ Prizes for Horny’s Chosen are extremely rewarding, and the 1st-place Guild will also receive a championship ring on their Guild showing that they won this elite Tournament. The ring will increment if the Guild wins multiple tournaments. ○ Winning guilds will have their reward split automatically amongst the Guild's members, based on participation. (i.e., if you were individually responsible for 50% of the star gains, you would receive 50% of the overall reward. • Once the Tournament phase is over, winners are calculated, paid out, and a new qualifying round will begin soon thereafter. • Any qualified Guild that did not win will have a chance to win the Tournament Lottery for a substantial gem payout. • Values, time-frames, and payouts are subject to change over the course of subsequent Tournaments.


Rearm Consumable Traps - For some time, players have asked for the ability to be able to re-arm all consumable Traps in one fell swoop, rather than having to replace them after being used. Now... you can!

Once a consumable Trap has been used, it will remain in its original location but remain in it’s ‘deployed’ position, accompanied by a VFX to make it more apparent. When one of these Traps is selected, players will now be prompted with a "Re-Arm" button. If pressed, the Trap will be re-armed for the same gold cost as original purchase/placement.

Now here's the beautiful part: If more than 1 trap has been used, tapping on this Trap will trigger a 2nd button: “Re-Arm All”. This button will display the combined cost of all deployed Traps, and tapping it will automatically replace all offline/inactive Traps with online/active versions of themselves!

Additionally, if any consumable Traps are offline when you reconnect to the game, the “We’ve Been Attacked” screen will also display a button to re-arm them all by paying the applicable Gold cost.

If a player ever doesn't have enough Gold to re-arm his/her Traps, a prompt will trigger asking if they would like to purchase the required amount. If you choose to proceed, the Gold will be purchased and the requisite amount automatically spent on re-arming all Traps. If you decline, no Traps will be re-armed, and it will become necessary to re-arm them manually once you have enough Gold.

If you have any offline Traps while being attacked, they will be hidden entirely from your attacker, and treated as if they were not present at all.


Resupply Army - This feature will allow players to instantly summon the last army they used in a PVP or PVE engagement, for a reduced gem cost, to get immediately back into the action with their next opponent (or PVE Dungeon). Included in the cost: mana refill, the gold cost associated with each individual Minion summon (bundled in for free), and the Battle cost in gold (bundled in for free). If a player's Immortal was knocked out in the previous engagement, the gem cost will also reflect the revive cost.


Daily Attack Rewards - For each victory star that a player earns in a Raid that they initiate (separate from Revenge attacks), they will receive 1 Gem, up to a limit of 10 per day.


Revenge Bonus - For each victory star that a player earns during a Revenge attack, they will receive 1 Gem. This is 'organically' limited only by the number of Revenge attacks a player is able to launch against those who previously attacked them.


Win Streak Bonus - Each time a player wins a PVP raid (that they initiated), a counter goes up. Once that counter reaches 3, they will start to receive a bonus on their Victory Screens, which applies an added percentage of resources to the player’s plundered resources. This added percentage is determined by which stage of their Win-streak they are on. The percentage bonus is calculated from the base amount plundered, plus all flat bonuses (example: League of Evil Tier Bonus). The first time the player loses, their Win Streak counter is reset to 0.

Bonus percentages are applied to both Gold and Stone, and calculated based on the base amount stolen, plus flat bonuses.

Win 3 = 10% bonus Win 4 = 15% bonus Win 5 = 20% bonus Win 6/MAX = 25% bonus (Win Streaks can go above 6 for the purposes of bragging rights, but the bonuses cap out at 25%)

From <http://forums.dungeonkeeper.com/viewtopic.php?f=7&t=3641>


Game Update #2.1 (version 1.0.60): 4/2/14 [EN][]

by Gene_Mythic » Wed Apr 02, 2014 3:28 pm Game Update #2.1 Client version 1.0.60 (all platforms)

Included in today's update are some efforts to improve client stability, some fixes for a few rare crashes, and a few fixes for a few spots where windows might overlap if they triggered at the same time, most notably on start-up.

Please note that (as mentioned previously) more crash fixes are forthcoming in our Game Update #3.

Also, an important note for Amazon users in North America and Japan: there is apparently a delay in this update becoming available on the Amazon Appstore. Until it is available, guilds and guild information will be unavailable. We apologize for the inconvenience, and we're working with the Amazon folks to reach a speedy resolution.

Finally (for everyone else), as with most Hotfixes/Updates, guild information and functionality may be a bit wonky for a bit after we push the Hotfix to Live. For those experiencing issues with guild information "missing", etc... please try completely closing out of the game, and re-launching the app, to refresh.

From <http://forums.dungeonkeeper.com/viewtopic.php?f=4&t=3366>


HOTFIX NOTES - Apr 1, 2014 (not a joke)[]

by MWyatt_Mythic » Tue Apr 01, 2014 5:10 pm Matchmaking Adjustments In an effort to further smooth out the transition from the old trophy system into the new one for preexisting players, we've made additional changes to how the matchmaker finds opponents. The number of available brackets has been reduced to increase the chances that players find other appropriately-powerful opponents. As players transition through the new implementation of the system, we will adjust and add new brackets based upon population numbers. In addition, players existing before March 31, 2014 that are Dungeon Heart level 7 (or lower) with Trophy counts being 3200 (or lower) will have their total Trophy counts artificially adjusted downward for matchmaking-only purposes in order to greatly increase the chance at encountering a winnable match. The actual Trophy count will remain intact. Michael J. Wyatt

From <http://forums.dungeonkeeper.com/viewtopic.php?f=4&t=3326>


HOTFIX NOTES - Mar 31, 2014[]

by MWyatt_Mythic » Mon Mar 31, 2014 12:41 pm Trophy System Changes Trophies are about to become a much bigger deal in Game Update #3 and we need to lay the groundwork before then. The new system will have all new players beginning at zero and working their way up at an enjoyable pace instead of starting at 1200 and generally hovering around that value for long periods of time. Generally speaking, this new system will significantly increase the chance (and rate) at making forward momentum on one's total trophy count.

Matchmaking Changes We've been elusive about exactly how our matchmaking works because it contains many, many variables. Essentially everything you build, upgrade, train, etc. has a numerical value that is assigned, summed up, and then bracketed to find other players with similar compositions. This is being converted to only look at one's total Trophy count. [Gene Update]: This was subsequently modified mid-April to reincorporate "Dungeon Composition Rating".

NOTE: Players existing before the time that this hotfix goes live that are Dungeon Heart level 4 (or lower) with Trophy counts being less than 1300 will have their total Trophy counts artificially adjusted downward for matchmaking-only purposes in order to greatly increase the chance at encountering a winnable match. The actual Trophy count will remain intact. This will mean that the players affected by this will be more likely to win small and lose big in the mean time but we feel this is better than encountering a vast majority of unwinnable matches or permanently reducing these players' Trophy totals. This is a temporary adjustment and will be removed with Game Update #3.

Guild Achievement Changes The Guild Achievement "A League of Their Own" will be updated to coincide with the new Trophy system. This change does mean that a good number of Guilds will retroactively receive credit for these Achievements under the new thresholds and others may see an increase to the next target.


Tier Old New 1 1350 400 2 1400 850 3 1500 1150 4 1550 1600 5 1600 1900 6 1650 2300 7 1700 2600 8 1750 3000 9 1800 3200

Bug Fixes • Corrected a stability issue found with consecutive "Next Raid" usage. Additional Changes • Boosts are now back to their regular price. • DK Premium 100d version is available for purchase once again.

From <http://forums.dungeonkeeper.com/viewtopic.php?f=4&t=3270>


HOTFIX NOTES - Mar 27, 2014[]

by MWyatt_Mythic » Thu Mar 27, 2014 9:16 am Stone Quarry & Gold Mine Changes The introduction of the upgradable Reinforced Walls has caused the Stone economy to atrophy by a somewhat significant amount. The dust from the change is settling but we're dissatisfied with the rate at which it's taking to do so. There are players out there with sizable amounts to be plundered - finding those players, however, can be a bit challenging/tedious via the "Next Raid" option. Adding additional content to the game is important while ensuring we can introduce new things without having adverse effects on the game's economy. This change will create more plunderable resources by those players who are not logging into the game on a daily basis but those players logging in and collecting from their Stone Quarries and Gold Mines on a daily basis will not be adversely affected. That being said, we will be making some changes in Game Update #3 to address (and for future prevention of) these issues in a more elegant fashion.

The new storage capacities will be as follows:


Level Old New 1 500 600 2 1000 1200 3 1500 1800 4 2500 3000 5 10000 15000 6 20000 30000 7 30000 50000 8 50000 100000 9 75000 150000 10 100000 200000

Bomb Wall Spell Changes With the recent updates to Bomb Wall, the intention was to move the 3x3 radius to begin at level 5 instead of level 4 due to balance concerns. There was a minor oversight that caused this portion of the change to not make it into that update. This is correcting that error.

[Gene edit: In this hotfix, we've also increased the number of weekly Event Raids. Until further notice, there are now two of these potentially lucrative Raids each week!]

From <http://forums.dungeonkeeper.com/viewtopic.php?f=4&t=3121>

HOTFIX NOTES DISCUSSION - Mar 31, 2014[]

by MWyatt_Mythic » Tue Mar 25, 2014 11:58 am This change is now live.

Trophy System Changes Trophies are about to become a much bigger deal in Game Update #3 and we need to lay the groundwork before then. The new system will have all new players beginning at zero and working their way up at an enjoyable pace instead of starting at 1200 and generally hovering around that value for long periods of time. Generally speaking, this new system will significantly increase the chance (and rate) at making forward momentum on one's total trophy count.

Matchmaking Changes We've been elusive about exactly how our matchmaking works because it contains many, many variables. Essentially everything you build, upgrade, train, etc. has a numerical value that is assigned, summed up, and then bracketed to find other players with similar compositions. This is being converted to only look at one's total Trophy count. More details may be found: here.

NOTE: Players existing before the time that this hotfix goes live that are Dungeon Heart level 4 (or lower) with Trophy counts being less than 1300 will have their total Trophy counts artificially adjusted downward for matchmaking-only purposes in order to greatly increase the chance at encountering a winnable match. The actual Trophy count will remain intact. This will mean that the players affected by this will be more likely to win small and lose big in the mean time but we feel this is better than encountering a vast majority of unwinnable matches or permanently reducing these players' Trophy totals. This is a temporary adjustment and will be removed with Game Update #3.

Guild Achievement Changes The Guild Achievement "A League of Their Own" will be updated to coincide with the new Trophy system. This change does mean that a good number of Guilds will retroactively receive credit for these Achievements under the new thresholds and others may see an increase to the next target.


Tier Old New 1 1350 400 2 1400 850 3 1500 1150 4 1550 1600 5 1600 1900 6 1650 2300 7 1700 2600 8 1750 3000 9 1800 3200

From <http://forums.dungeonkeeper.com/viewtopic.php?f=7&t=3055>


HOTFIX NOTES - Mar 19, 2014[]

by MWyatt_Mythic » Wed Mar 19, 2014 2:00 pm Reinforced Wall Health & Bomb Wall Damage Updates Addressed a friction point where players were feeling as though the usefulness of a Reinforced Wall was not inline with the power of the Bomb Wall spell. To address this issue, we changed the progression to fall more inline with the defender. • New Reinforced Wall Health Values (per level): 300, 450, 600, 750, 900, 1050, 1200, 1350, 1550, 2150 • New Bomb Wall Damage values (per level): 100, 200, 300, 450, 500, 600, 750, 900, 1050, 1200 More information may be found: here.

Bug Fixes • Corrected an issue where Gold Mines and Stone Quarries were having their stored resources reset to zero, in some cases, after being raided. • Dark Library's Mana generation rate has been returned to its regular rate.

From <http://forums.dungeonkeeper.com/viewtopic.php?f=4&t=2854>


HOTFIX NOTES - Mar 14, 2014[]

by MWyatt_Mythic » Fri Mar 14, 2014 2:26 pm St. Patrick's Day Weekend Event In celebration of Monday's holiday, the Dark Library will generate mana at 2x its regular rate. This will continue throughout the remainder of today until Wednesday, March 18th, 2014.

Bomb Wall Spell Grants Players with an account creation date prior to March 11th, 2014 at 2pm EDT (UTC/GMT -4) will be affected by the following upon relaunching the game: • Levels 5 & 6 are automatically upgraded to level 7 • Level 7 is automatically upgraded to level 8 Due to the nature of the change, anyone affected by this automatic upgrade will have the experience set to 0 for the new level.

Bug Fixes • Corrected a rare issue where some players were able to be attacked while online

From <http://forums.dungeonkeeper.com/viewtopic.php?f=4&t=2659>


Game Update #2 (version 1.0.59): 3/11/14 [EN][]

by Gene_Mythic » Tue Mar 11, 2014 2:05 pm March Madness! Client version 1.0.59 (all platforms) (Be sure to get the new client when it becomes available in your platform's store!)

Features • Upgradable Reinforced Walls – Reinforced Walls can now be upgraded up to ten times. The upgrade level will determine how resistant the Reinforced Walls are to the Bomb Wall spell, and/or critters like Deegg & Dugger. There are no longer multiple versions of the Reinforced Wall in the Traps shop, and the overall amount of allowable Walls has been increased. As part of the change to how Reinforced Walls work, the Bomb Wall spell has been tweaked, as well: additional levels of that Spell are now available for research. Players with existing Reinforced Walls will have their current Wall upgraded to a new Wall, with the level based on the cost of the original Reinforced Wall. (Ex. the most expensive Reinforced walls will convert to level 9 walls in the new system.) For a comprehensive review of these changes, please refer to this post. • Guild Improvements – ○ Players may now use withdrawn Guild Minions in Raids. This may be done by clicking on and planting your flag, similar to deploying an Immortal. ○ Guild applications now display the combat points and trophy points of the applicant. ○ Timestamps have been added to Guild chat for easier reference. ○ Guild rosters will now display the ‘last login time’ for each Guild member. • Immortals in PvE Campaigns – Players can now encounter Immortals in some PvE campaigns. As a result, if a player has a Guard Post in his or her Dungeon, they may capture Immortals encountered thus for temporary use. • Stealing from Collectors – If/When attacked, 10% of unclaimed resources from Quarries and Mines will be added to the total obtainable resources available to the attacking player during a PVP raid. Updates Achievements • We’ve added additional Bomb Wall achievements to the game. Check ‘em out, they’re… the bomb! Audio & Art • We’ve improved the size and spacing of audio option buttons in the audio settings menu. • We’ve updated the scale on a number of Minions to make them more visible and aesthetically pleasing. • We’ve added an option to audio settings to silence audio notifications. Game Mechanics – Dungeon Design & Management • If collecting Gold/Stone from a Mine/Quarry would exceed the available capacity in a Keeper’s Treasury/Warehouse, the game will now prompt the player to confirm the loss of excess resources. • We’ve added tip messages for when players first begin dig a medium or hard rock. Gameplay • Testing your own Dungeon is now FREE, so test away! Just don’t play with yourself SO much that you go blind! • It’s been said that “Revenge is a dish best-served cold”. We think it’s best-served FREE! Launching a Revenge attack against a player who previously raided your Dungeon now requires no Gold. Guilds • The Minion withdraw Cool-down timer has been halved from 60 minutes to 30 minutes. • We’ve improved how the game handles Guilds and error messaging. If/When Guilds are unavailable for a particular reason (server updates, maintenance, etc.), the message will be more descriptive of the nature of the outage. • We’ve added additional Guild achievements to the game. Check ‘em out! • We’ve added the Cancel Purchase indicator to creating a Guild so that it behaves like other gem expenditures. • We’ve improved the Guild search functionality, including: better suggested guilds and the ability to search by partial names. (For partial names, the search will apply a wildcard at the end of the search argument.) Minions • Minions that have been graced with a display of the Mistress’ tender ministrations (ie, the ones that have been on the receiving-end of her whip) will now scale in size to show that they are affected. Miscellaneous • Updates to Credits and Legal information, as appropriate. Traps • Consumable Traps no longer require an Imp to build. Tutorial • The keyboard will now automatically display when players are asked to name their Dungeon in the Tutorial. User Interface • We’ve improved our Build menu to make display of available items better on devices that can accommodate more space, like tablets. • Disabled rendering while full screen menus are active for better performance. • We’ve updated the profanity filter and added language-specific filtered words. • We’ve updated the link for Facebook friend invites, to make it easier for friends to visit and find the application. • [Android-specific] We’ve added buttons to the Game Settings menu to display the status of installation of Live Wallpaper and Ringtones, allowing install, if applicable. Bug Fixes Achievements • [Amazon-specific] Fixed an issue with Game Circle achievement progress being updated properly. Game Mechanics – Dungeon Design & Management • We’ve made moving a selected and raised building easier by making the selectable portion of the building more accurate. Game Performance • We’ve improved how the game client handles intermittent issues with connectivity, to make the experience better for players with slow or spotty service. • We’ve improved how the application responds if/when idle for a while, and the device becomes locked. This fixes an issue that could occur on specific devices that would make returning to the game more difficult. • We’ve made several fixes to the server and game client in an effort to prevent crashes and to increase overall stability. Gameplay • Hitting next to search for another opponent when you are out of Gold will no longer display an inappropriate message. • The Ready-to-Go menu will no longer erroneously display after selecting a Revenge option for a player that is currently online. • Gold and Stone resources no longer show as plunder-able when using the ‘Test your dungeon’ mode. • In the Leaderboards, if a ‘Visit’ button is visible, it will no longer overlay improperly on the screen while changing between Leaderboards. • [iOS-specific] Eliminated a rare issue that could occur if a user is swapping out Game Center accounts on their device. • [Amazon-specific] Fixed an issue with how keyboard input was being handled when using Japanese keyboard settings on Kindle devices. Guilds • We’ve fixed a display issue when viewing Guild Perks upon unlocking the Level 30 donation level. • We’ve improved the way the Withdraw Minion screen refreshes its data. If another Guild member withdraws Minions, the Withdraw menu will update quicker, and players will be less likely to receive an error message that those Minions are no longer available. • Fixed an issue where pressing multiple buttons on certain Guild menu pages could cause an error message. • Fixed device inconsistencies around how many characters/letters can be entered in guild chat. • Fixed a Minion withdrawal bug where Minion count was being checked against Minion cost • Corrected how text on the Guild screen is displayed when using simplified Chinese as a language; this corrects an issue where the text was overlapping the border of the window. • We’ve eliminated a condition where a player could find themselves temporarily unable to join a Guild in certain conditions. Immortals • Notification badges for Immortals will now disappear properly after they are recruited and viewed. • We’ve fixed how Immortals are displayed in the Training Room and Guard Post, to ensure that they appear only if available for purchase, or if already owned. Minions • Corrected an issue where the Warlock's information panel displayed the incorrect value to train to Level 2. Miscellaneous • We’ve updated a number of text strings to provide better information, and to correct some spelling and grammar issues. • We’ve added code to help prevent a rare issue where the store could get stuck for some players with a pending transaction, preventing further transactions. The fix ensures that in cases where a pending transaction does occur, fulfillment occurs and the transaction is cleared in a timely manner. • Fixed the placement of some translated text in certain languages. Rooms • The Graveyard will now correctly apply Poison effects as part of its defenses. • Fixed the display for maximum level Workshop to show maximum build, in lieu of Trap cost. Spells • Corrected the mana use display for Level 5 of the Bomb Wall spell. • The Thunderbolt spell icon will now properly turn grey after running out of mana, if the player quickly activates and cancels Dragon Breath. Traps • Boulder traps will no longer pass through raised tiles (including tiles containing Filled Dirt, and/or other Traps) or Reinforced Walls. • Made performance more fluid when destroying Traps during a Raid. • Fixed the error message when attempting to place a Trap in an area with no available space to be relevant to Traps, rather than Rooms. Tutorial • We’ve improved how the Tutorial saves progress, to make behavior more consistent, and to eliminate issues where some players may enter an unresponsive state. As a byproduct of this change, in some cases if the game is exited during the Tutorial, players may find themselves returning to a point slightly earlier in the Tutorial. • Fixed an issue where the Tutorial could respond in a less-than-desirable manner if the Spike Trap was placed in a different spot than expected. User Interface • The mechanism for naming your Guild will now behave similarly to naming your Dungeon. This means that the screen will adjust while the keyboard is present to make the necessary information available. • Fixed an issue where the Imp shown on login could overlay certain other prompts (specifically, the install dialog for Live Wallpaper). • Fixed an issue where multiple Guild confirmation screens could appear and overlap, causing the screen to be unresponsive. • Fixed a device-dependent issue where the Spell background grid would not occur when casting a Spell. • Fixed a device-specific issue where Rooms might disappear or turn black when building or digging a wall adjacent to it. • Fixed a keyboard input field on specific devices. • Fixed a graphic issue that could occur if a structure’s Upgrade button is tapped while another structure is lifted above restricted terrain. • The Cancel button from the Resources Menu will no longer remain on-screen for a few seconds, even though the resource packs are greyed out after filling your coffers. • We’ve adjusted the wave displays for Raids to avoid overlapping the "fast forward" button. • The "Contact Us" and "Report a Player" drop down menu arrows will now update orientation if the player returns to the previous menu while the drop down menu is expanded. • We’ve changed the behavior of text input fields in the Support section to make the input visible while typing. • We’ve implemented a fix for Donation icons sometimes disappearing when excessive scrolling occurs. • Fixed an issue in the Support menu that would allow multiple buttons to overlap information. • Closing the application while building a Trap for the first time will no longer cause an issue with camera movement when returning to the game. • We fixed an issue that would cause the game client to enter an idle state while entering text in input boxes. • Made the text for resources lost or gained consistent with the actual results on the Victory and Defeat screens. This just corrects a visual discrepancy with the label and the value. • Combat point and Trophy values are highlighted properly when users have the DK Premium boost active. This primarily serves to illustrate that the player is, indeed, earning at an accelerated rate due to the Boost. • The ‘fast forward’ button is now hidden until a Raid actually starts. • [Android-specific] Fixed how the back button responds in certain sub-menus of the Support menu to be consistent. • [Android-specific] Fixed how Forums display in the application when opened from the Support menu. • [Android-specific] Local notifications will no longer overwrite previous notifications in notification toolbar

From <http://forums.dungeonkeeper.com/viewtopic.php?f=4&t=2328>

UPCOMING CHANGES: Reinforced Walls[]

by MWyatt_Mythic » Mon Mar 10, 2014 3:16 pm What changes are we making to the Bomb Wall spell and Reinforced Walls? We will be changing the interaction between the Bomb Wall spells and Reinforced Walls to be hitpoint based instead of the current binary system where Bomb Wall is only useful on Soft/Medium/Hard Rock and Reinforced Walls are completely indestructible This means that the Bomb Wall spell will do damage to Reinforced Walls and when a wall reaches 0 hitpoints it will be destroyed. Reinforced Walls will become level-able (similar to Traps and Rooms) and each level will give it more hitpoints. Leveling the Bomb Wall spell will allow it to do more damage. We haven't forgotten about Deeg & Dugger, either. More information on them later.

What’s wrong with the current system? Currently Reinforced Walls are very binary in design, you either have them and they're completely indestructible or you don’t and have very little protection from the Bomb Wall spell. This has several consequences: • Because Reinforced Walls are so powerful we are limited in how many we can give you to play with since too many would make you practically impenetrable. • The Reinforced Walls' power also means that currently, to keep balance manageable, the full allowance are only accessible to very high level players. • Low-mid level players can feel overly vulnerable to the Bomb Wall spell while high level players can sometimes feel like Bomb Wall becomes useless if the defender has too many walls. • Because Bomb Wall is completely ineffective against Reinforced Walls the presence of lots of Walls can make the attacker feel like they don’t have any choices, instead of having interesting choices in how they use the Bomb Wall spell and plan their attack. What will the new Reinforced Walls actually be like? The new Reinforced Walls will have ten levels and will be unlocked at Workshop level 2. Building and upgrading the new walls will be instant so that you always have the full benefits of your walls if you are attacked.


Wall Level Stone Cost Hit Points 1 10000 200 2 30000 300 3 60000 400 4 120000 500 5 300000 600 6 700000 700 7 1500000 800 8 3000000 900 9 5000000 1000 10 6500000 1100

Upgrading your workshop will allow you to build more walls.


Workshop Level Max # Walls 2 20 3 30 4 40 5 50 6 60 7 70 8 80 9 90 10 100

What about the current Reinforced Walls I’ve already built? • All Reinforced Walls that were built for 10,000 stone will be converted into level 1 new Reinforced Walls. • All Reinforced Walls that were built for 1,600,000 stone will be converted into level 7 new Reinforced Walls. • All Reinforced Walls that were built for 6,500,000 stone will be converted into level 9 new Reinforced Walls. What about Soft, Medium, and Hard Rock? • Soft Rocks now have 100 hitpoints. • Medium Gem Veins now have 200 hitpoints. • Hard Gem Veins now have 400 hitpoints. How will the new system help the defender? • You will get access to more Reinforced Walls overall which will allow more interesting defensive set ups and let you truly protect the Rooms or approaches you care about most. • Cheaper upgrades will allow you to continually upgrade your Reinforced Walls as you have resources available instead of having to save up a lot of Stone to build one. • Smart defenders can set up Reinforced Walls to tempt the attacker to expend all their mana and spells to get through. What will happen to the Bomb Wall Spell? The Bomb Wall spell now has 10 levels and will do increasing damage per level. The maximum effect radius has been reduced to 3x3. We are keeping the mana cost at 3x3 levels so you won’t be paying the current 5x5 mana cost for a 3x3 spell. If the current experience earned exceeds to new experience thresholds then you will be granted an instant upgrade.


Bomb Wall level Mana Cost AOE size Damage Experience Required 1 75 1x1 100 0 2 75 1x1 200 25 3 75 1x1 300 50 4 150 3x3 400 100 5 150 3x3 500 200 6 150 3x3 600 300 7 150 3x3 700 400 8 150 3x3 800 500 9 150 3x3 900 700 10 150 3x3 1000 1000

How will the new system help the attacker? • Lower experience thresholds will allow you to level up your spell more often. • You can cast two or three low level Bomb Walls to destroy a high level wall, giving you more choice in how you attack. • Each level up of the Bomb Wall spell becomes more and more advantageous as you can take out lower level walls and two casts take out higher and higher walls. What about Deeg & Dugger? Deeg & Dugger will now deal "Burrow Damage" every 1s. This is called out in his Info Panel and increases with each level. He will now dig through Soft, Medium, and Hard Rock in addition to Reinforced Walls. This does mean you can cast Bomb Wall on at a location where they are digging to expedite the process.

What will the result be on the game? These changes will make the gameplay between Bomb Wall and Reinforced walls and lot more interesting. It will give both attackers and defenders a lot more options in how they set up their dungeon, attack, and where they decide to spend their resources. It also will allow players to continually improve their walls and Bomb Wall spell throughout the game instead of just at the higher Dungeon Heart levels.

From <http://forums.dungeonkeeper.com/viewtopic.php?f=7&t=2297>


HOTFIX NOTES - Mar 10, 2014[]

by Gene_Mythic » Mon Mar 10, 2014 1:13 pm Mar 10 Hotfix Notes

As mentioned previously (mostly around the time when we recently modified Room build/upgrade costs), we've turned our eyes to Trap build/upgrade costs.

As such, the following changes have been made to stone costs for the following Traps: (These changes are being implemented at the time of this writing; it may take some time before they are fully propagated)

SPIKE TRAP (unlocked at Workshop Level 1)

Trap Lvl NEW Stone Cost OLD Stone Cost 1 100 100 2 4,000 6,000 3 10,000 12,000 4 50,000 130,000 5 200,000 910,000 6 500,000 3,600,000 CANNON TRAP (unlocked at Workshop Level 1)

Trap Lvl NEW Stone Cost OLD Stone Cost 1 500 500 2 8,000 8,000 3 60,000 91,000 4 275,000 680,000 5 900,000 2,600,000 6 2,000,000 6,000,000 FREEZE TRAP (unlocked at Workshop Level 2)

Trap Lvl NEW Stone Cost OLD Stone Cost 1 3,000 4,500 2 20,000 20,000 3 50,000 50,000 4 300,000 510,000 5 800,000 1,800,000 6 1,400,000 4,200,000 FIREBURST TRAP (unlocked at Workshop Level 3)

Trap Lvl NEW Stone Cost OLD Stone Cost 1 9,000 9,000 2 36,000 36,000 3 310,000 310,000 4 710,000 710,000 5 1,500,000 3,000,000 6 3,000,000 6,500,000 POISON TRAP (unlocked at Workshop Level 4)

Trap Lvl NEW Stone Cost OLD Stone Cost 1 20,000 28,000 2 50,000 85,000 3 150,000 240,000 4 350,000 620,000 5 800,000 2,300,000 6 1,500,000 5,500,000 BUG ZAPPER (unlocked at Workshop Level 6)

Trap Lvl NEW Stone Cost OLD Stone Cost 1 200,000 360,000 2 500,000 730,000 3 1,000,000 1,300,000 4 1,600,000 1,600,000 5 2,100,000 3,200,000 6 2,800,000 6,800,000 ANTI AIR (unlocked at Workshop Level 7)

Trap Lvl NEW Stone Cost OLD Stone Cost 1 200,000 420,000 2 400,000 570,000 3 800,000 1,100,000 4 1,300,000 1,500,000 5 1,800,000 2,000,000 6 2,400,000 4,900,000 Finally, as with most Hotfixes/Updates, guild information and functionality may be a bit wonky for a bit after we push the Hotfix to Live. For those experiencing issues with guild information "missing", etc... please try completely closing out of the game, and re-launching the app, to refresh.

From <http://forums.dungeonkeeper.com/viewtopic.php?f=4&t=2296>


HOTFIX NOTES - Mar 7, 2014[]

by Gene_Mythic » Fri Mar 07, 2014 11:05 am Mar 7 Hotfix Notes

Happy Friday, everyone!

We're in the process of pushing to the live server a Hotfix to address the following server-side issues: (Please note: at the time of this writing, this is currently in the process of being deployed; it may take some time for the changes to fully propagate.)

Bug Fixes Boosts • We've fixed an issue where the Fortification boost wasn't being granted correctly to a player whose Dungeon suffered a 76+% Defeat. Now, if/when your Dungeon is attacked by another player, and you take 50-100% damage, you are awarded a 6-hour Fortification boost. Minions • Dragon Whelps have been reminded that Dungeon Hearts should be higher up on their priority list. After all other Rooms have been dispatched, Dragon Whelps should now appropriately target the Dungeon Heart, instead of those pesky Traps. Traps • Anti-Air traps at level 2+ will no longer target Swampus incorrectly. (He's tall, but not THAT tall!) Finally, as with most Hotfixes/Updates, guild information and functionality may be a bit wonky for a bit after we push the Hotfix to Live. For those experiencing issues with guild information "missing", etc... please try completely closing out of the game, and re-launching the app, to refresh.

From <http://forums.dungeonkeeper.com/viewtopic.php?f=4&t=2206>


HOTFIX NOTES - Feb 26, 2014[]

by Gene_Mythic » Wed Feb 26, 2014 3:33 pm Feb 26 Hotfix Notes

Happy Humpday, everyone! (Horny's favorite day of the week!)

Earlier this afternoon, we made a number of adjustments to Room Builds and Upgrades that cost Stone, in an effort to loosen the progression difficulty a bit by presenting players with more readily-attainable goals.

Below is a breakdown of each Room, and their current and revised costs:

Graveyard

Level New Cost Old Cost Difference …01… …350,000… …375,000… …-25,000… …02… …700,000… …800,000… …-100,000… …03… …1,000,000… …1,000,000… …… …04… …2,500,000… …2,500,000… …… …05… …2,800,000… …3,500,000… …-700,000… …06… …3,500,000… …4,500,000… …-1,000,000… …07… …4,000,000… …5,200,000… …-1,200,000… …08… …5,100,000… …5,800,000… …-700,000… …09… …5,700,000… …6,000,000… …-300,000… …10… …6,400,000… …6,500,000… …-100,000… Guild Lair The initial Room build will occur instantly.

Level New Cost Old Cost Difference …01… …2,500… …10,000… …-7,500… …02… …50,000… …50,000… …… …03… …300,000… …300,000… …… …04… …1,000,000… …1,000,000… …… …05… …3,000,000… …3,000,000… …… Dark Library

Level New Cost Old Cost Difference …01… …250… …250… …… …02… …2,000… …6,000… …-4,000… …03… …10,000… …20,000… …-10,000… …04… …35,000… …55,000… …-20,000… …05… …150,000… …210,000… …-60,000… …06… …270,000… …270,000… …… …07… …600,000… …600,000… …… …08… …1,100,000… …1,100,000… …… …09… …2,800,000… …2,800,000… …… …10… …4,000,000… …5,800,000… …-1,800,000… Unholy Temple

Level New Cost Old Cost Difference …01… …80,000… …80,000… …… …02… …300,000… …450,000… …-150,000… …03… …600,000… …700,000… …-100,000… …04… …1,000,000… …1,400,000… …-400,000… …05… …2,000,000… …2,100,000… …-100,000… …06… …3,000,000… …3,100,000… …-100,000… …07… …3,500,000… …4,300,000… …-800,000… …08… …4,700,000… …5,000,000… …-300,000… …09… …5,000,000… …5,600,000… …-600,000… …10… …6,300,000… …6,400,000… …-100,000… Torture Chamber

Level New Cost Old Cost Difference …01… …900,000… …2,000,000… …-1,100,000… …02… …1,800,000… …2,100,000… …-300,000… …03… …2,300,000… …2,300,000… …… …04… …2,700,000… …2,700,000… …… …05… …3,100,000… …3,100,000… …… …06… …3,500,000… …3,500,000… …… …07… …4,000,000… …4,000,000… …… …08… …5,500,000… …5,500,000… …… …09… …6,000,000… …6,000,000… …… …10… …6,500,000… …6,500,000… …… Workshop

Level New Cost Old Cost Difference …01… …200… …200… …… …02… …1,000… …2,000… …-1,000… …03… …5,000… …5,000… …… …04… …15,000… …15,000… …… …05… …50,000… …50,000… …… …06… …150,000… …150,000… …… …07… …550,000… …550,000… …… …08… …1,000,000… …1,000,000… …… …09… …2,000,000… …2,500,000… …-500,000… …10… …3,000,000… …4,500,000… …-1,500,000…

From <http://forums.dungeonkeeper.com/viewtopic.php?f=4&t=1910>


HOTFIX NOTES - Feb 21, 2014[]

by Gene_Mythic » Fri Feb 21, 2014 6:34 pm Feb 21 Hotfix Notes

Happy Friday, everyone!

We're in the process of pushing to the live server a Hotfix to implement the following:

Updates Exclusive/Event Raids • Next week ONLY: Instead of the normal Monday-Saturday cadence, we will be offering THREE separate Event raids throughout the week. Maximum payout, should you successfully defend against all 10 waves of the Raid, is: 522,700 Stone and Gold each (or as much as you can hold, whichever is less), and 46 Gems! And don't forget that you automatically replenish 100 mana after each successful wave, for those of you looking to gain Spell experience! Be sure to check to see what is available regularly! PvP Raids • Cave-In Boosts are now granted at 40% damage received (down from 50%) Finally, as with most Hotfixes/Updates, guild information and functionality may be a bit wonky for a bit after we push the Hotfix to Live. For those experiencing issues with guild information "missing", etc... please try completely closing out of the game, and re-launching the app, to refresh.

From <http://forums.dungeonkeeper.com/viewtopic.php?f=4&t=1728>

UPCOMING CHANGES: Cave-Ins / Resource Plundering[]

by MWyatt_Mythic » Wed Feb 19, 2014 10:24 am We've been following discussions on the forums and personal play experiences while continuing to analyze data coming in.

We recognize the many of you feel as though it's difficult to hang onto plundered resources and this is something we're looking into addressing.

First order of business: • Cave-Ins will be awarded upon receiving 40% damage (down from 50%). Second order of business:

We're discussing internally is adjusting just how many resources are stored in Warehouses/Treasuries. This is currently set to 50%. Our current thinking is to move even more of this percentage to them to further reduce the amount of resources being lost in the event that opponents are destroying other Rooms such as Guild Lair, Guard Post, etc. If they reach the Warehouses/Treasuries, then there would be a bigger portion to be plundered.

Will update this thread accordingly with finalized decisions on the matter but, in the mean time, it's definitely open for discussion with any feedback/questions/concerns.

From <http://forums.dungeonkeeper.com/viewtopic.php?f=7&t=1652>


Game Update #1.1 (version 1.0.54): 2/18/14 [EN][]

by Gene_Mythic » Tue Feb 18, 2014 3:38 pm Client version 1.0.54 (both Android & iOS) (Be sure to get the new client when it becomes available in your platform's store!)

This update features performance updates and behind-the-scenes improvements, including the following:

Bug Fixes

Dungeon Design & Management • Fixed a bug that prevented dig timers from appearing with building production. Dig timers now display correctly, and this should also rectify the problem where some imp tasks were seemingly getting "lost", even though the jobs were actually still in progress. Gameplay • We've Improved Game Center login flow; this fixes the issue where some players could start playing Dungeon Keeper before Game Center had finished responding, making it appear as if their dungeon had been reset Gameplay • Fixed an issue where the Guild Request window could display incorrectly when presented with too many user requests Minions • Adjusted the Warlock’s dungeon pathing, fixing clipping issues PvP • Fixed raid mode completion rates, addressing issue where some players would only achieve a 99% completion/victory rate despite completely destroying the other player’s dungeon • Fixed a rare issue where when some players cancelled their Cave-In to initiate a Revenge attack, they could erroneously be taken to a different Keeper's dungeon.

From <http://forums.dungeonkeeper.com/viewtopic.php?f=4&t=1607>

UPCOMING HOTFIX NOTES - Feb 14, 2014[]

by MWyatt_Mythic » Tue Feb 11, 2014 7:52 pm We've had a team of designers and data analysts pouring over mounds and mounds of data and results are all pointing toward a common trend. • Players are not gaining as much Resources from Raiding as we would like As such, we are going to be making the following changes in a hotfix during the working hours here (EST) on Friday, February 14, 2014: • Gold Mines and Stone Quarries will generate their respective Resources at 2x their current rate • Plunderable Resource Caps are to be adjusted. The new Plunderable Resource Caps will be: • Level 01: 2500 (unchanged) • Level 02: 4000 (up from 3500, increase of 500) • Level 03: 10000 (up from 8000, increase of 2000) • Level 04: 35000 (up from 25000, increase of 10000) • Level 05: 70000 (up from 45000, increase of 25000) • Level 06: 125000 (up from 95000, increase of 30000) • Level 07: 200000 (up from 150000, increase of 50000) • Level 08: 300000 (up from 225000, increase of 75000) • Level 09: 450000 (up from 350000, increase of 100000) • Level 10: 700000 (up from 500000, increase of 200000) Why are we making this change?

As mentioned above, our data is showing that players are not gaining as many Resources as we intended from Raiding activity. The game, at its core, is about Raiding and Plundering from other Keepers while protecting yourself from the same fate. Doubling the Resource generation rate injects substantial Resources into the economy and increasing the Plunderable Caps stimulates both Attacking and Defensive behaviors.

With the Plunderable Resource Caps increased, does this mean I will lose greater amounts than I do now?

Potentially. The available Resources to be Plundered in a PVP Raid is either 30% of the enemy Keeper's current Resources or the Plunderable Resource Cap based upon their Dungeon Heart Level -- whichever is less.

This does also mean, however, that it's much more likely to encounter an enemy Keeper with significantly more Resources to be Plundered than exists today.

If you have any thoughts, questions or criticisms about this upcoming change then feel free to let us know. Further adjustments may occur prior to this change going live so keep an eye on this thread for the latest details.

  • there is a winter storm to hit this area on Thursday which may cause a delay. Will keep this thread updated accordingly as well if the timetable will be affected.

From <http://forums.dungeonkeeper.com/viewtopic.php?f=7&t=1367>


HOTFIX NOTES - Feb 10, 2014[]

by Gene_Mythic » Mon Feb 10, 2014 3:15 pm Feb 10 Hotfix Notes

Happy Monday, everyone!

We're in the process of pushing to the live server a Hotfix to address the following:

Bug Fixes Achievements • We've resolved the issue where some players were not getting their appropriate Achievement(s) for researching certain spells. This fix should retroactively grant the relevant Achievement(s) to those players affected by the bug. Dungeon Design • We've resolved an issue where certain tiles that were being excavated and weren't displaying timers were sometimes completing upon app restart. Please note: the issue with some timers not displaying (and some imps seemingly not working their assigned tasks) is still an active issue, that will be resolved in our pending CLIENT update (see below). Game Performance • A few crash-inducing issues have been identified and fixed Gameplay • We've resolved an issue where some players were sometimes able to be attacked (via Revenge) while under the protection of a Cave-In boost. We have a few more fixes for various in-game issues (including additional Warlock behavior fixes, and the "missing Imps and build/upgrade tasks seem to be not working", etc.) that will be incorporated with our next client update. That update is currently wending its way through the certification process(es). No fixed ETA on that just yet, but we'll keep everyone posted!

Finally, as with most Hotfixes/Updates, guild information and functionality may be a bit wonky for a bit after we push the Hotfix to Live. For those experiencing issues with guild information "missing", etc... please try completely closing out of the game, and re-launching the app, to refresh.

From <http://forums.dungeonkeeper.com/viewtopic.php?f=4&t=1313>


HOTFIX NOTES - Feb 5, 2014[]

by Gene_Mythic » Wed Feb 05, 2014 7:13 pm Hotfix Notes: 5 Feb 2014

Bug Fixes

Minions • We've corrected an issue where the Warlock's targeting range was incorrectly reduced. With the recent Warlock AI improvement in our recent Post-Worldwide Game Update #1, there was an inadvertent side-effect that effectively reduced Warlocks' attack range by approximately 1 Tile. Please note that this will not correct the issue where Warlocks occasionally step into a Wall Tile to hit their target; that issue will be fixed with an upcoming client update. • We've corrected an issue where it was previously possible to withdraw too many Minions from a Guild Lair Please note that pushing this hotfix live will make guilds a bit wonky temporarily. (Not on the scale that we see when we push an entire client update, thankfully; if you have issues with your guild, or finding a new one, etc., please close out of the game completely, and re-launch the app.)

From <http://forums.dungeonkeeper.com/viewtopic.php?f=4&t=1093>


HOTFIX NOTES - Feb 6, 2014[]

by MWyatt_Mythic » Thu Feb 06, 2014 4:22 pm This hotfix is now live. If you do not see these changes, please close the App and restart it.

Cost Adjustments

Rooms • Dungeon Heart now costs 20,000 Stone to upgrade from Level 3 to 4. (down from 50,000 Stone) Based upon player feedback (as well as being evident in our data showing player progression), we've reduced the cost of upgrading to Level 4 in an effort to allow players to have a smoother experience into more of the core gameplay. • Dungeon Heart now costs 100,000 Stone to upgrade from Level 4 to 5. (up from 80,000 Stone) Due to the reduction of the upgrade cost from Level 3 to 4, a portion of the Stone cost has been moved to this upgrade Level to maintain economical balance. • Unholy Temple now costs 80,000 Stone to Build (down from 300,000 Stone). • Graveyard now costs 375,000 Stone to Build (down from 600,000 Stone). As is the general focus of the majority of these hotfixes, these Rooms are a bit too far out of reach.

From <http://forums.dungeonkeeper.com/viewtopic.php?f=4&t=1135>

UPCOMING HOTFIX NOTES - Feb 5, 2014[]

by MWyatt_Mythic » Wed Feb 05, 2014 10:32 am The following updates are intended to be pushed to the Live server later today: • Corrected an issue where the Warlock's targeting range was incorrectly reduced. With the Warlock AI improvement, there was an inadvertent side-effect that effectively reduced their attack range by approximately 1 Tile. This will not correct the issue where they occasionally step into a Wall Tile to hit their target, however, and that will be fixed with an upcoming client update. We're also looking into a number of crash reports and will update when more information is available.

From <http://forums.dungeonkeeper.com/viewtopic.php?f=7&t=1051>


Game Update #1 (version 1.0.53): 2/04/14 [EN][]

by Gene_Mythic » Tue Feb 04, 2014 4:22 pm Post-Worldwide Launch Goodness! Client version 1.0.53 (both Android & iOS) (Be sure to get the new client when it becomes available in your platform's store!)

Features • Friends! - It’s always better to play with others rather than play with yourself. Now you can, from inside the game, invite friends from Facebook, Game Center, and Google Play to join you in Dungeon Keeper and/or your Guild! Updates Achievements ○ Updated and improved text for Guild Achievements and Player Achievements windows ○ When Achievements are unlocked, the notification window will now include the amount of gems that will be paid out when the player goes to claim them in the Achievements screen. Audio & Art ○ Updated game textures to perform better on lower end devices ○ Buildings will now render their walls when adjacent to reinforced walls. ○ Added audio effects to the Fast Forward button during Raid Replays. ○ Modifications have been made to voice and audio in various spots in the game to improve audibility. ○ Added Immortal audio tones to broadcast their status while they’re off-screen. ○ Increased audibility of immortal deaths/dazes. ○ Added border to Minion icons on Victory/Defeat screen ○ Optimized a number of audio calls to make the game sound and act better. ○ Changed audio format on notifications to ensure compatibility with Android devices. Dungeon Design & Management ○ Cancelling a build job will now refund only 50% of the invested resource. ○ Players will now receive a confirmation dialogue window when canceling a build job, which will include info about the amount of resources potentially lost if, if the job is cancelled. ○ Trap Swapping is now disabled, room swapping remains unchanged. ○ The build cursor now stays active when placing new traps in places where there is no adjacent building space. ○ Messages about the amount of resources collected when tapping on a resource Room will now display longer to give players more time to note the amount gained. ○ Increased the Gem Rush timer by 50% to allow for more time to cancel rush jobs. Additionally, we’ve adjusted things so that the timer will display for any rush job, regardless of amount spent to rush. ○ Players will now receive a prompt indicating that they have no room for resources if a current training/upgrade/summoning is canceled while at max capacity of either gold or stone. ○ The Guard Post now costs 750,000 Stone to build. ○ Aside from your imps who are carrying out the task, other Minions are now consistently pushed out of the way when Fill Dirt is used. ○ Improved the information contained in various information windows (Rooms, Minions, Traps, Spells, etc.). ○ Unclaimed Gold Mines and Stone Quarries can now be cut off via Fill Dirt. Once claimed, however, they will need to have a valid dug-out pathway at all times. ○ The upgrade prompt over buildings will now only be displayed if an upgrade is available (based on upgrade requirements) and if you have enough of the required resource. ○ We’ve adjusted the build timers, upgrade timers, and costs for the following buildings: Torture Chamber, Graveyard, and the Unholy Temple. Gameplay ○ Choosing Revenge will now ensure that a player is prompted with the “Ready to go?” screen. ○ Trophies and combat points of your opponents are now visible when selecting a Dungeon to raid and/or viewing Dungeons via the Visit function. Guilds ○ Added a profanity filter to Guild chat. ○ Added a Visit button to the Guild notification screen that allows Guild Officers to visit and vet users before deciding whether or not to accept them into the guild. ○ We’ve added a pending Officer approval label for Guild invitations. ○ Added error messaging for attempts at selecting inappropriate or in-use guild names, as well as for inviting someone who hasn't yet built a Guild Lair. ○ In an effort to mitigate confusion, when viewing Guild Leaderboards, the “Your Score” overlay at the bottom of the screen now properly reflects your guild’s cumulative trophy counts, rather than combat score. ○ Successful Guild invites will now generate a dialogue box to indicate the success. ○ We’ve adjusted the gold Donation amount required for most Guild Perks. For Guilds with pre-existing perks, we’ve ensured that those obtained previously remain unlocked after the change. Immortals ○ Players may now activate an available replacement Immortal (that has already been Recruited to their cause), when others in their arsenal have been Knocked Out or Captured. ○ Immortals are now Captured for eight times (8x) their "Knock Out" Time. This is an increase from four times (4x). ○ Made font size larger for Capture and Revive labels (and messages) for better readability. ○ Tiny's Training Costs have been reduced. ○ Deegg & Dugger now cost 750,000 Stone to Recruit. Additionally, all Training Costs for this Immortal have been reduced. ○ Horny now costs 750,000 Gold to Recruit. Additionally, all Training Costs for this Immortal have been reduced. ○ Added an indication of an Immortal’s Captured status to their information window. ○ We’ve reduced the costs associated with recruiting and training Immortals. (Actually pushed as a hotfix earlier last week) Minions ○ Summoning a Minion immediately before Horny provides information will no longer cause the Summon button to repeat and fill the summon queue. ○ When attempting to summon Minions, we’ve adjusted how the color of the summon costs (gold) function when there is insufficient capacity to summon a particular Minion, in an effort to be more consistent and easier to understand. ○ Withdrawn Guild Minions will now display the defender (shield) icon while meandering around the Guild Lair in build mode. Miscellaneous ○ Added more descriptive error messaging for purchases, where appropriate. PvE Campaign ○ Put in checks to ensure that unlocking the next level of the campaign only occurs when Victory has been achieved for that level. Rooms ○ Added Research Cancel button to the Dark Library (via spell book) User Interface ○ We’ve removed auto-rush functionality: Tapping anywhere on your screen while a Rush countdown timer is currently active will now cancel the countdown/Rush, instead of completing it. In essence, this means that your entire screen becomes one big Cancel button. ○ Enabled non-ascii capable keyboards ○ Cleaned up and improved touch controls. ○ Eliminated center screen message for Achievements. ○ Launching the application while in airplane mode on iOS will prompt the user to disable Airplane mode as an internet connection is required to play. ○ Players will now be notified that the Support Ticket form is incomplete if attempting to submit Feedback with only the email address field completed. ○ Increased Highlight brightness to increase the visibility of manipulated objects. ○ Fixed an issue where the Zoom function could become stuck as a one-finger action if certain actions were taken in a very specific order. ○ A tile selected for digging is now properly de-selected when tapping on a Room or Trap ○ The camera will now automatically Zoom Out over the dungeon after Horny's informative comment when building the Boulder Trap ○ We’ve add a Rush countdown to captured Immortal dialogue ○ We’ve add a Rush countdown to the Withdraw Troops window ○ Changed the layout of the Sound Settings window. ○ We’ve made adjustments and additions to the Game Credits. ○ Added spacing to dropdown menus for better usability. ○ Updated color-coding on Hints and center screen messaging to be more legible and consistent. ○ In an effort to reduce overall screen clutter, we’ve reduced the amount of center screen messages that can occur. ○ We’ve made an effort to ensure that information regarding attack speed is present for all Rooms/Minions where appropriate ○ (Android-specific) The application will give a better description when a user is already logged in on another Android device with the same Google+ ID. Bug Fixes Achievements ○ The “Veterans of the Long War” achievement progress bar will now display properly. ○ Fixed Achievement progress to ensure that all progress meters (Complete, In Progress, etc.) are updated properly when an Achievement is completed. ○ Fixed an issue where certain Guild Achievements were not updated properly, if the requirements were no longer met. Audio & Art ○ Ambient effects will no longer play on creatures when they're hidden, because… well, you know… they’re hidden. ○ Fixed an animation glitch on Victory/Defeat screen. ○ Tweaked animation on the Spring Trap to ensure that it plays properly with the associated action. ○ Fixed an issue with the audio system that could mute a player’s music when launching the application. ○ Fixed an instance where audio could be stuck in a muted state after a reconnect. Dungeon Design & Management ○ Fixed an issue where the resource gathering effect would trigger erroneously when upgrading the Gold Mines, Stone Quarries and Dark Library while full on resources. ○ Updated messaging for Traps and Doors to ensure that they reflect requirements properly. This fixes an issue where the information could be misleading if the user already claimed all available mines and quarries. ○ We’ve fixed an issue where if all imps are busy and a building upgrade requires additional resources, the windows for purchasing the additional resources and then imps could repeat. ○ Imp tasks will no longer transfer to the first available Imp when restarting the application. This is a visual indication/change only; typically only applicable if/when a task is assigned to an Imp that is further to the right of the screen when viewing available Imps, and the Imp(s) on the left currently have no assigned task. Now, tasks will stay assigned to the imp to which you originally assigned it. ○ Fixed an inconsistency in how the capacity increase information that is required for Treasury and Warehouse displays Dungeon Heart level for early levels. ○ The Guard Post’s information screen has been updated to reflect that it only has health and no damage. ○ Fixed how upgrade time is calculated on the game client to ensure that it’s more in sync with the time that will be taken. This fixes an issue where the time displayed in the upgrade window was more than what was displayed in game. ○ Reinforced Walls are no longer active while under construction; they will only function as intended once construction is complete. Game Performance ○ Fixed an issue where the application could crash if it loses internet connection while on the Imp slapping screen. ○ Fixed a crash that could occur when players don’t find a raid, then try to raid immediately after. ○ Fixed instances where the game might hang or reconnect when using the ‘End Raid’ or ‘Next Raid’ buttons. ○ Fixed how the game responds to hidden Traps being revealed, to reduce the effect on frame rate and to prevent stutter. ○ Players can no longer interact with their dungeon after hitting the “Okay” button on the “Ready to Go?” screen for a defensive raid, fixing an issue where this could cause instability. ○ The game will no longer recognize multiple presses on certain buttons that could result in the application freezing when this occurred. ○ Fixed a rare crash that could occur during specific Replays if certain requirements were met. ○ Fixed a crash that could occur if idling out while visiting another player’s Dungeon. ○ Fixed a crash that could occur on connection failure. ○ The application will no longer become stuck if a player idles out of the game while in the Guild donate window. ○ Fix for a crash that could occur if attempting to cancel an upgrade while full of resources and the upgrade completes. ○ Fix for a crash that could occur in a very specific order of operations while starting a raid and hitting the “Start” button repeatedly. ○ Fixed an issue where having the Guild Perk “Leg Day” active and summoning (in specific situations) could cause a crash. ○ In an effort to improve visual optimization, the exterior walls on Reinforced Walls will no longer render as they're being moved. ○ Fixed some issues with how Guilds handle members logging in and out, to prevent issues with data retrieval and prevent crashes. ○ Fixed an issue where the game client could freeze up upon a player’s first Immortal purchase. ○ We added safeguards to prevent crashing if a Minion summoning completes while visiting another player’s Dungeon. ○ (iOS-specific) We’ve adjusted how the client handles multi-touch, to solve for two rare crash instances. Gameplay ○ Fixed more instances where Replays could be inaccurate ○ Exclusive raids will no longer erroneously indicate that a player’s Cave-In will be disabled, as exclusive raids do not cancel Cave-In. ○ Added safeguards to ensure a user cannot purchase additional items from the in-game store until the current purchase has finished processing. ○ Modified projectile algorithms to ensure that they will hit enemies properly, fixing a few cases where a projectile could pass through a creature. ○ The loading screen animation will no longer display at 4x speed if a Raid or Replay ends with 4x speed enabled. ○ The “DK Premium” pop-up will no longer appear after a successful raid if that particular boost is already active. ○ When a player chooses Revenge from a Defense Replay, the “Got it” option is now accessible sooner. (Previously, a few seconds would elapse.) ○ While using Visit mode, we’ve adjusted how dungeons being visited display information to the visitor, to respect hidden Traps. ○ We’ve fixed the calculation formula (and rounding) for incorrect victory star count at 50% damage. In other words, this fixes an inconsistency in how the destruction percentage is displayed in the raid screen and the victory/defeat screen. ○ Fixed an inconsistency in how the ‘Capacity increased’ screen would trigger, so that it accurately reflects the increase at the proper time. ○ Disabling Rush timers before they finish will now work more consistently, regardless of the type of Rush. ○ Fill-in actions will be cancelled if players start an upgrade of a Room while holding the fill-in action. ○ Fixed an issue where the Mana meter could become unresponsive if the application was in the background and subsequently resumed. ○ When attempting a scheduled raid for the first time, it will show the ‘Okay' button, rather than the retry cost. ○ The scheduled raid button will now be disabled once it has been completed. ○ Fixed an issue where Minions could pass through hidden Traps, revealing their location by nature of their pathing. ○ The “Attack” and “Defend” buttons will no longer function if under the “deeper dungeons” banner at the top of the screen, to prevent the erroneous initiation of campaign dungeons. ○ The game will now hide Rush options in dig info for tiles whose total dig times are less than or equal to Rush confirm countdown duration ○ If/When the server is at capacity, we’ve made associated messaging about this more informative. ○ (Android-specific) Fixed push notifications (in certain use cases), in an effort to have them display properly. This fixes an issue where some players were not being notified when their Dungeon was attacked. Guilds ○ Fixed an issue where the application could freeze when donating gold to a guild for the first time. ○ The “Create Guild” button will now be clickable along the entire button, fixing an issue where the distal ends were not functioning when pressed. ○ Tweaked the troop Donate/Withdraw window to make Minion quantities visible during cooldown. ○ Fixed an issue with the “Tap for Mana” guild perk that could cause the mana collected to exceed maximum. ○ Made changes to the Guild Chat input to account for inconsistencies in amount of characters allowed by individual devices. ○ Chat messages over 140 characters will no longer display incorrectly in chat. ○ Fixed how Guilds handle being full. This fixes an issue where the member list could be incorrect and cause a failure to kick out members or failure to add a final member. ○ We’ve fixed an issue with Guild Achievements not displaying an increment to level progress after completion. ○ The Minion donation feature will no longer misbehave if the window is closed during the 5 second cancel channel when donating Minions. ○ Fixed an issue where Guild Leaderboards were not updating properly. ○ Fixed algorithms and mechanism for Guild ratings and combat points when new invitees are accepted into the Guild, to ensure values are updated correctly. ○ If a guild perk is unlocked by a player’s donation, the perk will immediately activate, instead of requiring the player to log out and back in for the update. ○ If Guild chat is currently scrolled up, it will no longer ‘snap back’ to the bottom of the screen when updates are received. ○ Guild Withdraw and Donation screens are now only scrollable when appropriate. ○ Fixed an issue that would prevent the Withdraw button from displaying on the Guild Lair until a player had already accessed the Donation or Withdraw screen within the Guild menu. ○ If a player is invited to a Guild, the “Visit” button will no longer erroneously appear on the Invite. ○ (Android-specific) Fixed the Guild settings buttons to display properly. Immortals ○ Fixed a common occurrence that would cause Horny’s rampage buff to not be applied. ○ Deegg & Dugger will no longer continue to dig through tiles that have been destroyed by the Bomb Wall spell. ○ When an Immortal is first unlocked, messaging about this will now be reflected properly. ○ Deegg & Dugger will now always face their target when digging. ○ Fixed an issue where summoning an Immortal while another Immortal is dazed would cause the inactive one to not be shown properly. ○ If a ground-based Immortal is knocked out, players can now deploy a Minion on the tile the Immortal is on, fixing an issue where the Immortal would block placement previously. ○ Fixed an issue where Immortal icons could be caused to overlap if a player cancelled out of the menu immediately after summoning an Immortal. ○ Added Level 5 training time requirements to Tiny, as it was missing from the information panel. ○ Changed a captured Immortal’s dialogue Revive button to "Rescue" Minions ○ Minion cancel buttons will also cancel donation countdown timer if active. ○ Fixed an issue with pathing and ranged attacks to ensure that Warlocks will react more appropriately in battle. ○ We’ve tweaked the orientation and location of donated Minions to be properly centered, regardless of value. Miscellaneous ○ Fixed a number of text strings to ensure proper grammar and localization. ○ When displaying the number of required resources, quantities in the millions will now be abbreviated properly. ○ Fixed an issue where entering an invalid Dungeon name could cause the application to disallow additional names on certain devices. Rooms ○ Fixed the information windows on Rooms to ensure that bonuses related to Guild Perks and/or DK Premium are reflected properly. Spells ○ Spell research will auto-complete if it is de-selected after being rushed, similar to other rush events. ○ Fixed an issue that could cause the selection visual indicator of the Dark Library to become inactive if a Spell finished researching while in the Room's menu. ○ Disable Trap can no longer be used on a player’s own dungeon’s Traps while defending ○ Fixed spell experience display if the “Wizards Only, Fool” Guild Perk is unlocked at a certain level of experience. ○ Fixed the description for the Bomb Wall spell at various levels, to ensure accuracy. ○ Fixed an inconsistency in how Dragon Breath would behave when dragging or tapping during use. Traps ○ Fixed a bug with path-finding that was causing some Traps to be incorrectly disabled. ○ Fixed the placement of the notification badge (the red exclamation point) on the Traps menu button. ○ Removed the "Next Upgrade Time" from Anti-Air Trap's Info Panel as this information is divulged in the Upgrade Window Tutorial ○ Fixed an issue where a user could deploy a second Minion during the tutorial and cause their progress to not update properly. ○ Fixed an issue where multiple screens could be triggered by input at the end stage of the Tutorial. ○ Improved the ability of the Tutorial to resume if internet connection is disabled. ○ Fixed a potential progress blocker if the game is interrupted during a specific building sequence in the Tutorial. ○ The Tutorial will no longer display the Rush timer for summon Minions. ○ Fixed an issue where a notification badge (red exclamation point) was being displayed improperly during the Tutorial for an already-built room. User Interface ○ Fixed a menu display issue where players could see multiple menus or multiple information screens open at the same time. ○ Adjusted windows to ensure overlapping windows behave properly, specifically when Achievements are displayed in-game. ○ Edited Raid Timer and Dialogue windows to properly reflect exiting a Replay as well as a Raid. ○ Fixed the “additional resources required” screen to ensure that the value is updated even when an Achievement “unlock” notification is being displayed. ○ Fixed an issue where the Next Level improvement bars would not display properly when players upgrade a Room or Trap to the last level. ○ Fixed an issue where the “Most Popular” and “Best Value” banners could display incorrectly when flipping between the gem and resource shop. ○ Clicking on multiple items in the shop to get information will no longer queue and cause overlapping messages. ○ The “You’ve Been Attacked” window will no longer be scrollable if there is no content requiring scrolling to view. ○ Fixed a rare use case where a player’s Friends List could appear empty. ○ Fixed an issue in initialization and localization of Leaderboard window. ○ Fixed an issue where the summoning timer might not be reflected properly in the client. This should fix instances where the timer might expire and a notification has been sent, but the summoning still had some time left on the server. ○ Fixed an issue where notification badges would appear erroneously on the warehouse and treasury when leveling your dungeon heart to level 2. ○ The “Capture” button will no longer overlap an opponent’s trophy points, if their Immortal is killed in a raid. ○ The arrow on the Minion deploy menu will now point in the proper direction, based on its current state. ○ Fix for exclusive raid badge (ie, the red exclamation point) sometimes not displaying ○ Building options will no longer display if the building selected is scrolled off the screen. ○ When purchasing resources or boosts from the in-game store, the game will no longer provide a ‘Cancel’ message if the player is unable to purchase the item due to lack of funds. ○ Buttons above buildings will now display better if the Room is destroyed during a raid, and if a health bar is present. ○ Gems required for an update will no longer be rounded and display as the full amount. ○ Fixed layout of upgrade timer in a room’s upgrade window. ○ When disabled, the Summon button is now properly ‘grayed out’. ○ The Room placement grid will now update correctly if a digging action completes while in the midst of a move.

From <http://forums.dungeonkeeper.com/viewtopic.php?f=4&t=1019>

January 31st, 2014 - Server Update: Immortal Cost Reductions[]

by MWyatt_Mythic » Tue Feb 04, 2014 10:21 am We've deployed a server-side reduction to costs surrounding Immortals: • Horny now costs 750,000 Gold to Recruit and all Training Costs have been reduced. • Deegg & Dugger now cost 750,000 Stone to Recruit and all Training Costs have been reduced. • Tiny's Training Costs have been reduced.

From <http://forums.dungeonkeeper.com/viewtopic.php?f=7&t=1010>

Changes incoming re: "hiding resources"[]

by Gene_Mythic » Tue Jan 21, 2014 5:55 pm Since so many of you incorporate this particular strategy into your Dungeon management process, we wanted to give folks as much of a heads up as possible about some upcoming changes that will have a fairly significant impact, so that you can begin to devise some alternative strategies.

In essence, as many folks here on the Forums have offered as advice to newer players: many of you "tie up" resources by initiating a room upgrade (for example), which will debit the requisite resources from your stored and available resources (which also makes them unavailable for plundering), and then cancel the upgrade before it is finished, "refunding" the entirety of the previously tied-up resources.

In a future update (likely Game Update #4?), a change will be implemented to the cancelling of upgrades that will incur a "cancellation penalty". This will mean that all the previously tied-up resources that had been allocated for the upgrade will NOT be fully refunded; instead, an amount will be withheld.

I don't have all the details about how much this will be; there have been several ideas that I've heard floated... it could be a flat percentage penalty, it could be a penalty that scales with how long the upgrade was in processing, etc. Once those details have been fleshed out, and actually put in-game, it will definitely be outlined in that game update's Patch Notes. As mentioned above, however... since this is a fairly significant change to how many of you currently play the game, we wanted to provide you with a heads up.

Thanks!

From <http://forums.dungeonkeeper.com/viewtopic.php?f=7&t=767>


Pre-WW Launch Update #3.1 (version 1.0.51): 1/21/14 [EN][]

by Gene_Mythic » Tue Jan 21, 2014 1:05 pm More Stuff! Client version 1.0.51 (both Android & iOS) (Be sure to get the new client when it becomes available in your platform's store!)

Updates • Improved game performance and stability Bug Fixes • Fixed an issue with Room and Trap swapping that previously introduced an exploit that allowed Rooms to be totally enclosed/blocked off from the rest of the Dungeon ○ For those Dungeons that currently include inaccessible buildings: when raided, paths will be created/revealed, connecting all Rooms in a manner consistent with normal connectivity design parameters. • Fixed an issue with the guild training perk (Leg Day) which caused training times to display incorrectly (appear completed when they were not). The displayed training acceleration values have also been restored to their correct values: 2%/5%/10%) • Fixed an issue with some donated guild Minions "disappearing" • Removed a rare crash that could occur while using the Dragon Breath spell during the Tutorial. • Upgrade timers will now display units of time (minutes, hours, days, etc.) properly for normal and modified values. • Fixed a few miscellaneous issues with Guilds to prevent potential crashes. • Quick fix to ensure that during dungeon design, the visual green placement area more accurately and consistently matches valid placement location. • Restored the ability to properly visit dungeons (for viewing purposes) using Leaderboard and Guild interfaces. • Fixed an issue with two campaign dungeons that would sometimes render with no Dungeon Heart. • Resolved a crash that could occur when moving a building with an active timer. • We also fixed an issue where time measurement units were missing from the Room/Trap info screens. • An issue with guild leaders being unable to kick some members has been fixed. Associated with this particular bug, there was an issue with numbers of guild members being inaccurately calculated. This, too, has been fixed.

From <http://forums.dungeonkeeper.com/viewtopic.php?f=4&t=761>

Incoming: Changes to Dungeon Heart Costs[]

by Gene_Mythic » Wed Jan 08, 2014 3:56 pm Hey, gang...

I just received word of the following pending changes to Dungeon Heart costs, that will be making their way into the game later this afternoon/evening:

Data below presented in the following format: DH Level / Old Cost (Stone) / New Cost (Stone)

1 // 100 / 100 2 // 1,500 / 1,500 3 // 6,500 / 6,500 4 // 18,000 / 50,000 5 // 65,000 / 80,000 6 // 500,000 / 400,000 7 // 1,200,000 / 600,000 8 // 2,000,000 / 2,500,000 9 // 3,000,000 / 3,000,000 10 // 4,000,000 / 5,000,000

From <http://forums.dungeonkeeper.com/viewtopic.php?f=7&t=648>


HOTFIX NOTES - Jan 6, 2014[]

by Gene_Mythic » Mon Jan 06, 2014 7:25 pm We're currently in the process of pushing a fix to the Live servers containing the following changes: • A crashing issue associated with the Ceremonial Killamagig and Super Six Sided Shape maps has been found and fixed. • Reinforced Walls are now able to be attacked/damaged by Minions and Immortals, who will only do so if the Reinforced Wall completely blocks passage along its path, with no alternate path available between them and their intended target(s). This is a temporary fix, designed to mitigate a recently discovered exploit. A more permanent solution is in the works. Please keep in mind that it can take some time for these changes to fully propagate.

From <http://forums.dungeonkeeper.com/viewtopic.php?f=4&t=617>


Pre-WW Launch Update #3 (1.0.49 Android & iOS): 1/02/14 [EN][]

by Gene_Mythic » Thu Jan 02, 2014 2:24 pm Happy New Year! Client version 1.0.49 (both Android & iOS)

Features Guilds! - What better way to celebrate the recent holidays, than with a brand new feature? We’re pleased to announce that players can now band together to form Guilds, bringing a wealth of benefits for members to enjoy… so join (or start) one today! • Guilds require that a Dungeon has a Guild Lair (new Room), which can be built once a Dungeon Heart has attained Level 3. • Once a Guild Lair is completed, a user can join a Guild, or create their own. • To join a Guild, enter the Guild menu to search for one that piques your interest, and ask to be invited. Alternatively, you could accept an invitation to join, should one have been preemptively issued to you. • To start a Guild, simply press the ‘Create Guild’ button, name your Guild, pay the required fee, and then seek out some like-minded Keepers to join in your domination. • Invite your friends via the (new!) friends list, which pulls in friends from Google Play Game Services or Apple’s Game Center, respectively. Make your Guild public, invite-only, or close it off to new members; each Guild’s leader decides! • Guilds can gain access to perks that can be unlocked that will provide bonuses to all Guild members. From “more mana” to “increased gold and stone production”, there are a plethora of perks available to aspiring Guilds. • To unlock a perk once it becomes available, all Guild members may donate resources to the cause until the goal is met. Once unlocked, the perk becomes available to all members of the Guild. • Guild members’ actions will contribute toward Guild achievements, and completing these will raise the Guild level, granting access to more perks to unlock via donation. • Members can donate Minions to the Guild Lair which will then be used to defend the Lair during Raids. Additionally, anyone that donated Minions may withdraw those Minions, if need be. • Chat with your Guild via Guild chat at any time to coordinate your actions, talk smack, or just shoot the breeze! • Each Guild’s success will be reflected on the Leaderboards, so get those members in line and get to raiding! • Finally, Guild Leaders can choose a banner to represent the Guild. UI Overhaul – We took an in-depth look at all the pretty UI bits in the game, took them all out and then put them back together in a more useful and streamlined fashion. Plus, we threw in some improvements regarding how the UI behaves, and tweaked the information available to you at any given spot. So be advised that you might find a few of the buttons or menus you were used to slightly shifted or displayed a bit differently, but it will be worth it!

Updates • Treasuries and Warehouses now hold the majority of Gold and Stone to be plundered. • Evil is as Evil does. Evil points are now gained from actions performed in Build Mode, rather than via Raid Mode. • Raid Mode now provides Trophies as the reward for battles and is tracked on the Leaderboards, instead of Evil points. • For those times where you might want (or need) to move a few things around in the design of your dungeon, we’ve made it a tad bit easier to do so! Players can now swap between previously-placed structures (rooms or traps) that are the same dimensions (3x3, etc.). • Check out the competition (or your conspirators!) by visiting another Keeper’s Dungeon via the Leaderboards, or the Guild roster. • Imps now perform additional animations when slapped around. That’s right, it’s even MORE fun to slap them around now! • We’ve made some changes to the texture resolution for characters on certain devices for better memory management and ultimately, a better game experience. • As part of the aforementioned UI overhaul, the following improvements have been made: ○ ‘Add resources’ buttons are hidden when full, except for on Imps. ○ The Boost button now shows an overlay that cycles through active boost icons ○ Changed the display of shop buttons to make the status more apparent. • Updated the unlock screen to support quarries and mines. • Added resource production and capacity bars to the unlock screen. • Fixed the display of the review Immortal timer on the Raid Ready window • Changed the Immortal deployed knockdown timer to only occur if the user didn't achieve victory. • Added unlock celebration screens for newly built Rooms and unlocked Spell research. • Added various unlock window titles. • Rewards from Achievements can now be claimed once you’re ready on the achievement screen via the Claim button, rather than automatically once it unlocks. • Fixed the tier 10 achievements for the quarries and mines. • We’ve made a number of changes to the Tutorial to make the flow easier to follow and to get you to the action quicker! • Achievement announcements will now wait to display until unlock banners cycle, meaning they won’t overlap each other and look silly. • Added an effect to show that a building is ready for leveling up • Adjusted the backend to prevent disconnects in rare cases when building a structure. • Added systems to help achieve interruptible simultaneous asset downloading, meaning “more stuff quicker” with less problems, as well as recovering from interruptions more gracefully. • Added additional clarity to the information panels for Traps and Rooms that apply status effects. Now shows the "Status Damage" and "Status Rate". • Changed initial build time for Treasury and Warehouse to 1 min. • Workshop Level 8 now allows 2 Reinforced Walls (second set) to be built. • The Hatchery capacity will now increase from on Dungeon Heart Level 2, rather than Level 1 • Guard Post's health has been increased to 5,300 • Increased Graveyard, Temple, Torture Chamber prices. Decreased Guard Post price. • The price of Imps has been adjusted. • The price of several Immortals has been adjusted. • The Ghost's attack range has been reduced to 1 Tile (down from 2 Tiles) • Tiny's resistance to Fire is now 25% • Deegg & Dugger's dig time is now correctly displaying as "5s" (up from 2s) • Made deploying troops in hallways more forgiving. • The Anti-Air Trap no longer has a delay before firing its projectile. • Medium rock is now referred to as "Gem Veins" for the Bomb Wall spell at Level 2 • Chain Lightning now tags based on individual taps, not swipes. • Bomb Wall now reveals any hidden Traps that it hits. • The Disable Trap spell can no longer affect hidden Traps. • Thunderbolt and Dragon Breath now have a note that they're less effective against a Dungeon Heart • Adjustments have been made to the Thunderbolt Spell (see details below): ○ Now costs [175/175/200/200/225] Mana per cast ○ Now deals [675/975/1450/1975/2750] damage against each affected target • Adjustments have been made to the Dragon Breath Spell (see details below): ○ Now costs 150 Mana per cast at all Levels ○ Channel Time is now 5s at all Levels ○ Now deals [38/54/81/110/153] damage every 0.25s • Updated volume on a number of sounds and improved build music. • Fixed and updated a number of sound effects associated with various buttons in game to provide better feedback. • There is now an ambient color hue added when players engage in Raids to differentiate it from the Build mode. Bug Fixes • Made a number of changes to the client and server to eliminate instances of crashing. • Fixed an iOS crash caused by locking the device while in the training screen. • Fixed issues with fonts for various localizations and for a number of devices. • Fixed a bug which prevented Fill Dirt and Reinforced Walls from being placed from the store. • Fixed an issue where a player could inadvertently fill in a tile under a building via multi-touch controls. • Fixed how queued Summon jobs adjust to added portals when a Dungeon Heart is upgraded. • Fixed how Immortals spawn when switching between Immortals. • Deegg & Dugger will now move around better during Raids and when being used to destroy walls. • Immortals will not start selected. • The Immortal captured information on the victory/defeat screen will now display the correct Level. • Exiting the training window while the rush cancel timer is running will abort the rush. Fixed to auto-complete the rush upon exiting. • Players in the Tutorial can no longer deploy additional Trolls at the wrong point, causing the Tutorial to stall. • Fixed a progression issue that could occur when the Summon Queue is closed while a Minion's icon is pressed and held and the player is low on gold. • Previously, when a tile's digging was canceled or rushed while a building was moved around, the building could lose its texture, becoming black when selected. This has been corrected. • Boost expiration times will now update correctly after a purchase • Fixed a bug which allowed players to infinitely revenge against each other. • Corrected an issue with Gem display when purchasing Boosts. • The zoom function no longer gets stuck as a one-finger motion action when certain actions are performed. • The Training Room now takes the correct amount of damage at Level 2 from Trolls that are Level 2 (or higher). • Minions can no longer be deployed in isolated areas during defense/exclusive raids. • Fixed an issue that could cause a crash intermittently when ending a Raid. • The timer of the Minion in the 1st Summon slot will no longer get reset to the timer of the Minion in the 3rd Summon slot if both Minions are the same and another Minion type occupies Summon slot 2. • Added additional safeguarding to handle disconnects properly during all Raid states. • Fixed Summon time/UI inconsistency on the Warlock and Bile Demon • Fixed a bug where the capacity unlock screen would only display if the building was finished while the player was online. • Took precautions to avoid the sound system terminating improperly in unexpected places. • Allow working Imps to get pushed around by Fill Dirt to prevent Imps being put in a spot that blocks others Imps during building. • Adjusted the way the XP meter updates so that on level up, it is refreshed properly. • Fixed a bug that would allow players to capture Immortals before purchasing a Guard Post. • Fixed a display bug on the Imp meter where it would show "0/0" immediately after closing the Imp screen. • Fixed a bug which could cause text distortion after a disconnect or desync. • The messages for when an Immortal is revived will no longer display repeatedly once triggered. • Minions will no longer attack hidden Traps. • Minions will now re-path properly when a potential target Trap becomes revealed. • Fixed a zoom issue that could occur on iOS devices when using the "3-finger tap to zoom" feature. • Replays will no longer show hints and will remove badges during playback. • Fixed a crash issue that could occur if a user left the Tutorial sequence at a certain point and attempted to continue again later. • Fixed a few bugs with Boost buttons, specifically around edge cases around Boosts expiring and icons disappearing • Fixed an issue with how bundled Boosts and Scout boosts were working. • Thunderbolt will now hit the correct number of targets. • Secondary dialogs will now close properly if a player’s internet connection became unavailable, preventing issues with UI corruption that could potentially occur. • The Disable Traps spell now affects un-attackable Traps like the Spike Trap and the Fireburst Trap. • Leaderboards will no longer occasionally display "Center Text" upon opening. • Fixed a few text overruns in the victory/defeat screen • Fixed a potential crash at login. • Fixed a bug which could cause a Replay to play back while the player was participating in a PVP raid. • Ghosts will now correctly attack from the intended distance at all times • Prevented replay dialog and user guidance from overlapping. • Creature level up will only occur if the creature is able to be Summoned and newly available. • Performing a home button/back button/siri interrupt in the countdown of the defending raid during the Tutorial will no longer cause a disconnect. • Fixed a bug which could cause players to completely fill storage buildings by replaying completed PVE missions. • Adjusted the Minion AI to prevent attacking Minions from wandering (attackers should always have a valid target while combat continues). • Players will now be sent to the build scene immediately if they click End Raid in a Replay • The Disable Trap spell will no longer affect previously disabled traps if tapped. • Fix for Imps not wandering if they get too far away from home • Fixed an issue which could result in a client crash if certain UTF-16 characters were used in Dungeon names. • Fixed an issue where End Raid could fail to function properly in a Replay. • Minions will no longer have the rare chance to appear as white squares on a specific device (you know which one you are!) • Display correct Immortal Revive gem cost in exclusive Raids. • The "Frequently Asked Questions" button will now highlight when tapped. • Fixed an issue where certain players could receive an “unable to connect” message when trying to login after a feature update on a certain firmware. • The client will no longer give a message that Cave-In will be disabled when using the “Test Your Dungeon” feature. • Corrected an issue where an upgraded Room could cause a Minion level-up notice to appear inappropriately. • Receiving a Spell upgrade message at the end of a Raid will no longer cause a crash. • Choosing to take revenge upon an online player, or a player currently under the effect of a Cave-In, will no longer crash the client. • Ending a Raid before it has fully started will no longer confuse the client. • Traps will be now be revealed when they're attacked. • Ghosts will no longer get stuck doing nothing (instead of attacking) in certain situations. • Fixed a few instances where text from multiple messages would overlap if received at the same time, due to specific events occurring. • Now displays the 'Okay' button when doing a scheduled Raid for the first time, instead of using the button with the retry cost. Errata • Updated Credits • Updated text and localization for a number of features and items in game. • Achievement: Heartbreaker now specifically calls out that it is only from PVP Raids. • Anti-Air Trap's Information Panel now correctly reflects its Attack Speed. • Clarified text on Raid start timer • Fireburst Trap's Information Panel now correctly states that the Status Duration lasts for 4s (up from 2s). • Changed flavor info string on gold mine and stone quarry to include information on their new vulnerability to resource theft • Made updates to the information about various Minions as follows: ○ Mistress' Level Up screens no longer call out individual abilities that she has at level 1. ○ Vampire Level Up Splash Screen clean up. Now displays better messaging for when its Ability and Passive increases. Also added additional messaging to cover singular/plural cases of its max amount to convert upon death. ○ Skeleton Level Up Splash Screen clean up. Now displays better messaging for when their Strength increases and only does so when there is a change in the value. ○ Troll Level Up Splash Screen clean up. Now displays better messaging for when their Strength increases and only does so when there is a change in the value. ○ Necromancer now shows Ability increases in the Level Up! Splash Screen ○ Bile Demon text cleanup Miscellaneous • (Android only) There are now Dungeon Keeper ringtones available! Get them now!

From <http://forums.dungeonkeeper.com/viewtopic.php?f=4&t=533>


Scheduled Game Maintenance: 12/12/13 - 1pm EST[]

by Gene_Mythic » Wed Dec 11, 2013 7:44 pm Keepers:

We're going to be conducting some fairly significant (up to 6 hours downtime window) scheduled maintenance tomorrow, Dec 12, at 1pm EST (10am PST/6pm GMT) that will incorporate PREDOMINANTLY back-end modifications and hardware upgrades.

While this maintenance is underway, we are going to sneak in a bug fix in that will address a recent issue found where some players who haven't engaged any other players in PVP for some time began to see an overly-aggressive decay in Evil points.

Additionally, we're making a change to Dungeon Heart upgrade requirements, which will no longer incorporate a combat points requirement to upgrade past Level 5. In an effort to improve player experience at mid- and elder levels of Dungeon Heart progression, we are replacing the Combat Point requirement with Stone. It's our hope that players will find this a better experience, but if there are indications that players aren't benefiting from this change the way we anticipate, there is a possibility that this change will be reverted.

We'll be sure to let everyone know when the maintenance has been completed!

From <http://forums.dungeonkeeper.com/viewtopic.php?f=7&t=400>

Pre-WW Launch Game Update 12/10/14 // v1.0.44 (iOS) [EN][]

by Gene_Mythic » Tue Dec 10, 2013 6:28 pm (This release is still underway; it may take several hours for it to fully propagate to all App stores in all soft launch territories)

Greetings, Keepers!

The Imps have been hard at work to fix game server and stability issues. Fixes in this patch include: • Players are now charged the correct amount to train minions • Performance improvements upon resumption from sleep state, suspending the game during a replay, or reconnecting to the game while researching a spell

Download the new update TODAY to take advantage of the latest performance improvements.

From <http://forums.dungeonkeeper.com/viewtopic.php?f=4&t=390>

Pre-WW Launch Game Update #1: 11/20/13 [EN][]

by Gene_Mythic » Wed Nov 20, 2013 6:43 pm

drumroll::

Joyous news, Keepers! Our first Game Update has been released this evening! iOS version: 1.0.37 Android version: 1.0.38 (Be sure to update your app!)

Immortals are here! Summon these new, epic minions – complete with beastly appearances and fearsome abilities. They’re FAR more powerful than regular minions. Use them to defend your dungeon or smash through other Keepers’ defenses as you pillage and plunder. To read more about them, please see our posts here!

Also, the Imps have been working overtime (imp-slapping really DOES work wonders!) behind-the-scenes to improve server and game stability.

Enhancements include: • New languages and subtitles on iOS! Turkish, Russian, Japanese, Traditional & Simplified Chinese • New languages and subtitles on Android! Turkish, Russian • The 8-Hour Cave-In Boost is now awarded to a Defending player upon having their Dungeon Heart destroyed or having received 50% - 99% damage. The 12-Hour Cave-In Boost is still awarded as normal upon receiving 100% damage. • Freeze Trap's Status Effect has been renamed to "Slow". • Information Panels for Boosts now explicitly detail out their exact benefits. • Digging up Hard and Medium stone tiles will now grant players some gems • [Tutorial] Added new Tap Anywhere To Continue sequence after closing the Achievement window. Fixes: • Improved replays • No more crashing upon raid completion or resuming the game from the background • Fixed the issue preventing players from progressing past the ‘Stay Frosty’ campaign • Fixed wrong reward amounts upon completion of the ‘Two Hearted Alley’ campaign • Fixed issue with Wi-Fi disconnects resulting in ‘Unable to Connect: Your account is currently in use on another device’ messaging • Players can no longer launch a revenge attack during an active Cave-In • Fixed an exploit with fill tiles. • Fix for creatures not being able to find paths all the time • Fixed an issue where the improper the user returns to the application after an interrupt while the Treasury is built, the camera will show the Dungeon Heart with the Treasury's upgrade button below • Fixed an issue that would occasionally cause a timeout when trying to purchase something.

From <http://forums.dungeonkeeper.com/viewtopic.php?f=4&t=254>


HOTFIX NOTES - Oct 18, 2013[]

by Gene_Mythic » Fri Oct 18, 2013 5:52 pm Happy Friday, all!

Just a short while ago, we made some server-side fixes to the following:

General Changes Adjusted the difficulty curve of Daily Raids. Earlier waves will now see a reduction in difficulty.

Trap Changes Reinforced Wall (first set) is now available at Workshop Level 2 Reinforced Wall (first set) now costs 10,000 Stone to build Reinforced Wall (second set) now costs 1,600,000 Stone to build Chicken Bomb now hits a maximum of 5 targets

Room Changes Workshop Level 2 now grants Capacity-contribution for Reinforced Wall (first set) of 4 Training Room now requires Gold to build and upgrade, instead of Stone.

Bug Fixes Corrected an issue where Level 2+ Troll was walking slower than intended

Please note: This may take some time to fully propagate, so it may take some time before you see any/all of the above changes take effect in the live game.

Also, as mentioned in this post, we're continuing to work toward a fix for the issue with the game sometimes reloading upon dungeon raid completion.

Have a great weekend, everyone!

From <http://forums.dungeonkeeper.com/viewtopic.php?f=7&t=42>

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