[size=150]Eternal Legends[/size]
Since the release of Crystals and Mythstones, our poor Legend items have become much less desirable when compared to items you can create yourself. When the best items you can have are created from Crystals, excitement from drops shifts from actual items, to getting rare Crystals. Our goal is to make Legends interesting again, so we decided to create a new rarity that Legends can drop as with a few special rules.
When a Legend drops as an Eternal Legend, its normal, epic, and legend affixes are doubled and its Quality is set to 50%. These changes alone give us a lot of interesting potential for Legend items again, and can definitely provide new upgrades over perfectly crafted Crystal items.
Not only can a Legend drop as an Eternal Legend, but we still have the system that allows Legends to convert one of their affixes to a Crystal affix. This means that a dropped Legend can be both Eternal, and have a Crystal affix!
The caveat to Eternal Legends is that they can only be modified by two Crystals, Calcite ( to change the element ) and Beryl ( to change the nature ). All other Crystals will not work on Eternals. This helps solidify the idea behind Eternals, which are items you’re excited to see drop, and keeps Crystal Enchanting as it’s own separate powerful avenue to improve your gear.
Lastly, to ensure that you’re likely to get a useful item when any Legend drops, we’re changing the affix ranges for Legends so they roll at least 75%+ of their potential. For example, an epic Weapon Damage % Affix with a normal range of 5-50% should always be above 38.75% ( 77.5% when Eternal ).
[size=150]Affix Sorting[/size]
A highly requested feature since Crystal Enchanting released was a way to organize affixes on crafted ( and of course non crafted ) gear. In patch 1.8, whenever you apply any crystal or mythstone to any item, the item’s affixes will be sorted by their power.
The order of affixes will be:
[ul][li]Set
[/li][li]Crystal
[/li][li]Mythstone
[/li][li]Legend
[/li][li]Epic
[/li][li]Normal[/li][/ul]
[size=150]Feat Updates[/size]
Patch 1.8 will also update a few of the Feats to provide more appropriate rewards. An issue we’ve been seeing is that the Apply Crystal/Mythstone reward was just too powerful. This will be changed from increasing stack counts to dropping one rare Crystal or Mythstone.
Another issue we’ve seen is that there were two very boring Feat rewards for killing Mythic Enemies and Killing 100 Bosses. These feats will now drop a random Eternal Legend as their reward.
[size=150]Chinese Version[/size]
We have partnered with game publisher SkyMobi to bring a fully localized version of Dungeon Quest to carriers in China. China has an incredibly large and growing mobile gaming demographic and we’re very excited to get Dungeon Quest into the hands of many new players. This version is in full production and should be available in the coming months.
[size=150]Updated Tutorial[/size]
With many new players coming to Dungeon Quest, we decided it was a good time to completely update our tutorial and new player experience. Most of this experience will occur on the first floor for new players. Experienced players may see a few new events pop up which are quickly dismissed, and should only occur once.
Our hope is that the combination of the tutorial, codex, and updated tips, that Dungeon Quest is a much easier game to get into and understand.
[size=150]Much more to come![/size]
We’re in the final stages of testing Patch 1.8, and already in the middle of development for Patch 1.9! If you’re a bit bored of waiting, come visit us on forumsand give us any feedback that comes to mind. We love hearing from you!
We also keep a close eye on our twitter, facebook, and subreddit so keep on letting us know what you want to see next in Dungeon Quest!