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[Update] Gunslinger Update - Patch 0.9.7


[MC]Ronin[MC]
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Gunslinger Update now Available! - Patch 0.9.7

 


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Gunslinger Update

It’s High Nooo.. ahem, I mean.. it’s time for another new update, Dungeon Knight! This new update is focused on Classes. With big additions and changes to current classes and for the first time since the introduction of classes, a whole New class; The Gunslinger. All the classes and weapons and pets will now make use of the new elemental damage system, adding buff and debuffs to you and your enemies. This update also comes with some life improvements, including an interaction helper, quick setup options and height calibration.

 

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Added: The Gunslinger [NEW CLASS]

From the Westlands hails a legendary Hero. He is so quick on the trigger that his own shadow still loses in a duel. So deadly that not even fish in a barrel are safe from him. Grab your horse and let’s go to ye ol’ town road; it is time to introduce the Gunslinger. A new class in VR Dungeon Knight. While the normal knight goes in with a sword and shield, this class will focus more on the guns and rifles. With his high movement speed, he can easily gain some distance between him and the target. Guns in his loadout are faster and deadlier than ever before, but power comes with a price. Since this cowboy is to cool for armor, he is also the most vulnerable to damage. But on the upside: he got a really cool hat!

 

Abilities and Statistics

  • Fastest in the West: Movespeed up 30%
  • Gunslinger: Shoot Ranged weapons 35% Faster.
  • One in the chamber: Load rifles 33% Quicker.
  • Ready to duel: All Rifles are automatically reloaded in each new room.
  • Not so fast: Projectiles Cripple and Bleed Enemies.
  • Very Light Armor: takes 40% extra Damage.

 

 

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Added: Elemental System

You don’t need to have an arrow on your head to benefit from the elements. After a lot of work behind the scenes, you can now make use of buffs and debuffs in the form of the elemental system. Burn your enemies to a crisp with fire, make them bleed over time, or slow them down with freeze. Weapons can now have all kinds of different elemental powers, Not only weapons use this elemental system: it is also possible to add buffs to classes, enemies, and pets.

 

Added Elemental Damage

  • Fire: Damage over time.
  • Ice: Slow and nullify enemy resistances (projectile damage and magic damage).
  • Bleed: Damage over time and cripple (Slow).

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Added: Class Reworks

Classes are a big part of VR Dungeon Knight. You can buy and change them in the hero chamber. Adjust your skills point accordingly, and pick out matching weapons for the perfect build. Yet, we still think that could be more distinct with each class. Make them feel more unique and suited for different playstyles. That is why we gave each class a good rework. We changed up their stats and implemented the new Status system. They now give you different buffs and debuffs. We think that with this rework, each class will feel more different to play. These changes are a test, so more might follow in the future.

 

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Changed: Assassin [CLASS]

Assassins are now more focused on stealthy gameplay. Making them faster, and harder to detect. Silent and very deadly from behind, especially with the use of daggers. They do take some extra damage, so use your skills wisely.


Abilities and Statistics

  • Fast as the Wind: Movement increased by 33%.
     
  • Shadow walk Sneaking increased by 33%.
  • Assasinate: High damage while in stealth.
  • Silent but deadly: Greatly reduces noise.
  • Sharpen my blade: Daggers Apply Bleed and Cripple effect.
  • Light Armor: Takes 25% damages

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Changed: Warrior [CLASS]

Warriors are fierce fighters. They are the first to go into battle equipped with large swords and maces. Battle-hardened by all the previous fights, they can take a lot more damage than most heroes. While a bit slower, their divine protections help them shield incoming projectiles.

Abilities and Statistics

  • True Survivor: Incoming Damage Reduced by 10%
  • Take that! 15% More Counter Damage
  • Mighty Rage: Blunt Weapons break enemy blocking.
  • Divine protection Blocks 1 projectile per room. (Arrows, small magic projectiles, throwing weapons).
  • Light Armor: Movespeed reduction 8%

 

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Changed: Ranger [CLASS]

No one can escape their arrows. They retain absolute focus in the heat of battle. Rangers are masters of the bow. Drawing infinite arrows quiver to rain down death upon their enemies.

Abilities and Statistics

  • Silver Points: Arrows & Bolts do Double Sneak Damage.
  • Ready your Bow: All Quivers have unlimited stock.

 

 

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Changed: Thief [CLASS]

The Thief class is a master of stealth. While not so deadly as the assassins, they use their cunning skills and strategies to gain the upper hand. Plus they will get a good amount of gold for each kill they make.

Abilities and Statistics

  • Child of the Night: Sneaking increased by 20%
     
  • Swift feet: Movespeed increased by 33%.
  • Panther's Prowl: Sneak Damage increased by 25%
  • Tricks of the trade: Enemies almost can't hear you.
  • Bounty Hunter: Gets gold from each Kill.

 

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Changed: Dungeon Knight[CLASS]

The Dungeon Knight is a true Tank. Fighting for the glory of all the Dungeon Knight before him. His dwarven forged armor can take a lot of damage in the heat of battle. Combined by his holy protection, he is a force to be reckoned with. However, his strength is no use in stealth.

Abilities and Statistics

  • I'm your shield: Incoming Damage Reduced by 16%
  • Heavy blow: Blunt & Two-handed weapons break enemy blocking
  • Build like a Tank..: Movespeed Reduction 16%
  • Holy protection : Blocks 4 projectiles per room (Arrows, small magic projectiles, throwing weapons).
  • ..subtle like an Elephant: Enemies spot you quicker and Sneak Damage reduced by 40%

 

 

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Added: Life improvements

For this next part. we would like to share a few insights into the production of VR Dungeon Knight. It started all in 2017, as a personal project of me (Thomas). It is a VR game that I’m building with a great amount of passion, something that never changed over the years. One thing that did change over the years, is the size of the projects. Each update adds a lot of new features and content, but also a lot of news frameworks, scripts, and systems. Since the game is now 3 years old, a lot of the previous updates are built on old frameworks and code, dating from the beginning of the development process. Not only the games has grown a lot since the beginning, but also our knowledge and experience. The VR community and games have grown as well, which makes us want to reach for even higher quality levels.

With each update closing in on the 1.0 version of VRDK. We want to aim for a fully polished version of the game once we hit that mark. This means that we putting a lot of time behind the scenes of VRDK. There is a lot of old code to clean up before we can build in new systems, including a combat rework, AI and multiplayer systems. This is taking a LOT of work and It's not something I can show just yet. (Very WIP). With this rework in code, I hope to make development for dungeon knight a lot quicker and smoother to add more advanced content to the game even after the release of a 1.0 version.

Here are some small few changes with a focus on life improvements and polish:

 

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Added: Interaction interface

This new Interaction interface system helps to find interactable, like doors, keys, and items.
When an interaction is closeby, a little UI icon shows up where to press with your controller.
It's very minimal and only shows up in handy locations. The icons will fade away from a distance.

The interaction icon shows up with:

  • Weapon Wall Pickups
  • Unlock Chest
  • Option room options
  • Doors
  • Skillpoint addition buttons
  • Hero Mode Option
  • Items

 

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Added: Height Calibration

It is now possible to (re) Calibrate your player height. This option is now added to the options chamber. Height Calibration is a must for VR games and will make the game feel a lot better. This new feature makes it easier to reach for doors, grab things from the floor and even allows seated gameplay!

Features

  • (Re) Calibrated your height to recommended ingame height.
  • Options is located in the Option Chamber (on the right in the main Hub)

 

 

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Added: Quick Setup

We made some small adjustments to the quick setup menu at the beginning of the game. We reworked some of the explanations and features and we added the option for smooth turning.

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Removed: Panther VR Event

The Mages Council of Aldun have concluded their research and closed the portal to a strange dimension. The Panther VR limited-time event has come to an end. The entrance to the Beta labs facility has been closed off. For more exploration and stealth action, check out our new game: Panther VR

Features

  • Panther VR event ended: Removed Beta Labs Facility

 

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Removed: Panther VR Weapons

With the closing of the Portal also comes an end to other dimensional weapons. The Gohl-s and pipe wrench have been removed from the game. It is no longer possible to find these weapons, but they will stay in your weapons belt if you have them equipped. Mage Uldo stated: “I’m glad they are gone. My beard has finally grown back.”.

Features

  • Removed Gohl-s
  • Removed Pipewrench

 

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Added: Tribal Bow

Crafted from the wood of the Ancient tree. Blessed by a powerful shaman, cursed by a witch doctor. Over the years, this bow crossed a lot of different hands and tribes. Still containing the power and abilities bestowed upon its previous owners. Burn your enemies with fire, or freeze them with the power of ice. It’s is the first weapon that makes use of the new elemental system. A powerful bow with the ability to switch the elemental damage between fire and ice.

Abilities and Statistics

  • Damage: 250
  • Can switch between normal Arrows, fire & Ice. (Elemental arrows don't stealth kill).
  • Fire: Does damage over time (Stacks).
  • Ice: Lowers resistances of enemies and slows them. (Stacks).
  • Fire and Ice effects can affect how some enemies behave.
  •  
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Added: Mace of Blades

What is more deadly than a Mace? A mace made of blades! That what they came up with at the Zorda Blacksmith Academy. With a design worthy of a hero, but the rudeness and power of mace directly to the face. A mace that handles like a sword! Or perhaps a sword that handles like a mace?

Abilities and Statistics

  • Damage: 52
  • weight: 33
  • Legendary: Bleeding & Cripple Effect.
  • Hidden: This weapon must be found to unlock.

 

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Added: Slayer of Orclings

It is the bane of all Orclings. A sword that turns all Orcs green with fear. The Orcling Slayer is a weapon that specializes in chopping down ugly Orcs. So if you hate them as much as the Dungeon Knights of Old, then now is your time to fight back! Find an Orcling slayer in a Dungeon near you today!

Abilities and Statistics

  • Damage 70.
  • Weight 40.
  • Legendary: Evaporates Orclings.
  • Hidden: This weapon must be found to unlock.

 

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Changed: Wolf [PET]


Abilities and Statistics

  • 175 Attack Damage
  • Hunting: This pet hunts down enemies in a fight
  • Storing: Can carry 1 equipment.

 

 

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Changed: Boss Wolf [PET]


Abilities and Statistics

  • 100 Attack Damage
  • Scars of War: Less attack Damage
  • Hunting: This pet hunts down enemies in a fight
  • Has 2 belt slots instead of 1 for equipment storing.

 

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Changed: Raptor [PET]


Abilities and Statistics

  • Damage: 250
  • Stunner: Interrupts enemy attacks
  • Ambusher: Attacks close approaching enemies
  • Rush: This pet has a higher attack rate
  • Storing: Can carry 1 equipment

 

 

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Changed: T-rex [PET]


Abilities and Statistics

  • Damage: 350
  • Ambusher: Attacks close approaching enemies
  • Powerhouse: This Pet deals massive damage but has a slow attack rate
  • Storing: Can carry 1 equipment

 

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Bug Fixes

 

  • Fixed Pets now don't interfere with enemy pathfinding.
  • Fixed a glitch where pets were invisible to the other online player.
  • Fixed a glitch where pets still attacked even if you did not have one.
  • Fixed the issue making weapons invisible
  • Fixed a lighting flickering issue.

 

 

 

 

 

 

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