Tuesday, 22 December 2015

Patch v1.2.6 is live on iOS

The long-awaited Version 1.2.6 is here, and it features new skills, items and achievements, as well as some bug fixes, interface improvements and gameplay tweaks. Here's what's new:
  • Increased level cap to 75
  • New Feature - Key items! You can now find and upgrade key items that will unlock new areas, grant abilities and more!
  • New Feature: Bonus system! Now, collecting gear or spells can boost your stats!
  • Added 9 Key Items: Epic Key, Epic Wallet, Leash, Pet Whistle and more
  • Added 5 new skills: Greater Wisdom, Ninjitsu, Pet Manual, Sneak Attack and Winter Soldier
  • Added a new spell: Acid Rain
  • Added support to increase spell max level to 6 with Key Item Ancient Grimoire
  • New Achievements: Sit Boo Boo Sit and Snowball Fight
  • Added ability for player to control pet action
  • Added options to show debug text and hide damage numbers during gameplay
  • Added saving of gold/epic coins after each area complete; if, for whatever reason, the game crashes, you won't lose all currency acquired
  • Fixed a bug where epic coins weren't being shown on game over
  • Fixed bug with boss monsters disappearing and swamp monster getting stuck
  • Skill point potion is now an epic item
  • Added support for epic items and epic spells
  • Lowered action rate of Owl's ability to 75s
  • Fixed a visual bug with player items from fallen heroes not being removed when picked up
  • Fixed bug with pet actions going off when they shouldn't be (death, area complete, etc.)
  • Fixed an exploit in Epic Coin collection and redesigned the currency mechanic
  • Epic Coins will now be capped at a maximum of 1500 after the next game is completed. Epic Wallet can be upgraded to raise this cap
  • Known Issues: Holy is not proccing damage as frequently as it should; this will be addressed with update 1.2.7


Happy Dashing, all! We wanted to take this opportunity to thank our players for their support over the last year, and to wish everyone a fantastic holiday season. Don't forget to follow our dev blog here: http://dashquest.tinytitanstudios.com/.

20 comments:

  1. You slapnut tards really screwed this up

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  2. It just submited at the perfect moment to help us to wait Christmas (the 25 of December in French, I don't know if it is at the same date for you ^^). So, thanks for this perfect update with a perfect timing. ^^

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    1. Hope you enjoy it, Liryax. Enjoy your holidays, and thanks for your support!

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  3. Noticed that BGM when fighting boss(except Lich) is now wrongly replaced by the sound effect of opening.

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    1. Yeah, that one was brought to our attention shortly after Android pushed, and the Apple update had already been submitted by that point. It's fixed and it'll be pushed with 1.2.7. Thanks for letting us know, though!

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  4. First of all, thanks a lot for your game and all the support you are giving to it. It's been a while since i played that much on my phone. I have a question regarding the gladiator and sorcerer's bonuses : sometimes my stats are improving when i buy new stuff or spells, but sometimes not. Could you explain a little more how it works ?

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    1. Thanks a lot for the kind words, Ugo. Each bonus has three levels (bronze, silver, gold) based on number of gear pieces owned (Gladiator's Gift), number of spells at max level (Sorcerer's Surplus), etc. These will obviously be moving targets as new items and spells continue to be added to the game, but the aim was to give our regular players a little extra incentive if they're completionists.

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    2. Thanks for the explanation. If i may offer a suggestion, you should clarify those mechanics ingame, for example by showing the current level of those bonuses or even the amount of gear/spells needed for the next level ? Completionists -i'm part of them- would surely appreciate ! Also, I wouldn't say no to a 2x gold boost in one of your next updates. Not for free of course, but i find it way more interesting than a 2x exp multiplier, given the small amount of time needed to reach max level, compared to the time needed to get all those 500k+ gear pieces...Anyway, sorry for the long comment, and the approximate english !

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    3. As I tell pretty much everyone for whom English is not their first language: your English is far better than my (insert language here)! We always struggle with how much we want to show, and how much we want to leave a bit of a mystery. There's a temptation to let players find some of those things out on their own. We appreciate the feedback and will definitely take it under advisement.

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  5. Hello,thanks for your game. I really love it. But it seems the Owl's ability action rate is far more than 75s. Wish you a happy Christmas!

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    1. This comment has been removed by the author.

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  6. Why do i have to get keys to spend my epic coins. It says "I have too much so please spend it" but there is no possible way i can spend it so that statement is contradicting to itself and why is my pets locked when I spent so much money on it.

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    1. We introduced Key Items in the last update because they give us a great deal of flexibility with in-game systems. Play into Dark Forest, and once you pick up the Leash there, you'll be able to use your pet.

      As per the Epic Coins, we were aware a small number of players would be affected by introducing the cap. We can try and provide a workaround if you email us at support@tinytitanstudios.com. Thanks!

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  7. Sure a few minor bugs, but otherwise a much apceiated update! Thanks a lot for a game that will help pass the hours this holiday!

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  8. Aargh!! Not only did I lose all my epic coins (over 90,000) with this new update after my first run with the epic coin cap, but each time my run gets to either the 7th or 8th loop in the classic mode, my game ALWAYS crashes on the castle 1 level around 7,500m or so!! At least now I'm not losing all that gold with the latest update, but this severely prevents having any kind of record run :(

    For those with a high number of epic coins before this update, I don't understand why the decision was made to lock the epic items after the first hero mode loop knowing they would lose everything.

    It seems for every fix, something is always getting broken or nerfed :(

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  9. Hi Alex,

    Thanks for your feedback!

    Honestly it was an oversight on our part for existing players that have beat the Lich and we apologize for that. A fix is in the next verison coming but obviously that's too late for you right now. We added the key item system in as a method to unlock new areas and features as the game grows and the epic wallet was a feature we felt would be good for the long term of the game.

    As for the crashing we are trying to get to the bottom of that, our apologies again!

    Thanks for playing and happy holidays!

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  10. Okay Tiny Titan, I think I've gotten to the root of why the game keeps crashing on me on the 3rd purple skull loop on Castle 1. In short, it looks like the enemy spawn and damage rates get to be too much and the game is overloading. I have noticed this consistently every single time around the 7,500m mark when I have attack spells like lightning and acid rain active and there's just wayyyyy too much action on the screen.

    Now I'm not sure if this is device specific (I've been playing on an iPhone 5s), but it is always repeatable and happens whether I have other programs running or not. I generally notice that the game starts to lag like a motherfu*ker at the beginning of the third purple skull loop and 7,500m seems to be the breaking point for the game.

    Anyway, hope this helps you guys figure things out. Despite the problem, I still play the sh1t out of the game but do hope the issue is rectified. And also hoping 1.2.7 is out soon.

    Cheers,
    Alex

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    1. Hey, Alex, thanks for following up with some more specifics. Interestingly, we've had someone else recently provide 7500m as the "magic number" for their crashes. Out of curiosity, do you play with damage numbers on or off? Curious as to what impact, if any, that might have on things.

      1.2.7 is in review as I write this; assuming Apple has no issues with it, it should be very soon. Their post-holiday turnaround time has doubled (seriously, the average time went from six days to FOURTEEN) so we're gratefully a bit ahead of that. Fingers crossed!

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    2. I do indeed play with the damage numbers on. Given some of the bugs like the magic weapon spell enchantment being permanent, as well as the adjustments to skill points and gear values, it allows me to fine tune my game.

      I haven't had a long run since 1.2.7 was released, so I'll hopefully have a bit more time to play in the coming days and see if the same happens around the 7,500m mark again. There are a couple of quirks in 1.2.7 as well which I'll get into more detail about once I have an update for the above issue. Keep up the good work on the updates though, I'm liking some of the new features and gear.

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