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Caelumora — v0.74.0: Dungeon & Combat Overhaul

Dungeons got a massive upgrade this patch. Tiered loot tables, mastery XP per kill, better UI across the board, and a full equipment combat stats pass that gives every piece of gear a more distinct combat identity.


Dungeon Loot Tables

Dungeons now drop randomized loot on completion. Each dungeon has its own themed loot pool with four rarity tiers — common, uncommon, rare, and very rare. Higher-level dungeons get more rolls and better odds at rare drops.

  • Goblin Hideout / Spider’s Lair: 2 rolls per completion
  • Dragon’s Peak / Shadow Crypt: 3 rolls
  • Void Rift: 4 rolls
  • Primordial Core: 5 rolls

Guaranteed drops (bones, scales, etc.) still exist alongside the random loot. The completion toast now lists everything you received.


Dungeon Mastery XP

Every mob you kill during a dungeon run now awards mastery XP. Wave mobs give 2x their base mastery XP, and boss kills give 10x. This makes dungeons a meaningful way to level up mob mastery, not just a source of completion rewards.


Equipment Combat Bonuses

Four new bonus types have been added to equipment:

  • Crit Chance — gauntlets, crossbows, rings, helmets
  • Lifesteal — staves, rings, prestige gear
  • Damage Reduction — shields, platebodies, amulets
  • Attack Speed — swords, prestige weapons

These show as green text in equipment tooltips and stack with existing sources (skill tree, enchantments, blessings, gems). 28+ items across all tiers now carry combat bonuses.


Per-Equipment Stat Breakdown

Combat stat tooltips (armor, evasion, accuracy, etc.) now show exactly which equipped item contributes what. Instead of a single “Base: 45” line, you’ll see “+25 Iron Platebody”, “+12 Wooden Shield”, etc. Base is now 0 — everything comes from your gear.


Dungeon UI Overhaul

A bunch of quality-of-life improvements to the dungeon experience:

  • 2-column dungeon grid — no more scrolling through a single-column list
  • No more collapsible — dungeon cards are visible immediately on the Dungeons tab
  • Drop previews — each dungeon card shows what it drops (guaranteed + random roll count)
  • Travel button — if a dungeon requires an area you’re not in, a “Travel to [Area]” button opens the travel modal
  • Combat stats stay visible — the Combat Statistics panel now shows above both tabs, so you can see your stats during dungeon runs
  • Next monster preview — the dungeon HUD shows what mob you’ll face next
  • Attack bars during dungeons — player and enemy attack progress bars now work in dungeon mode
  • Execute threshold line — a yellow marker on the enemy HP bar shows your execute threshold

Combat Knockout Fix

Previously, combat could continue after the player hit 0 HP if auto-eat healed them back up in the same tick. The knockout check now runs before auto-eat — if you reach 0 HP, combat properly pauses (or the dungeon fails). Auto-eat is for preventing knockout, not recovering from it.


Other Fixes

  • Mastery toasts: Dungeon mob mastery level-ups now show the mob’s name instead of “undefined”
  • Area names: Dungeon cards show “Verdant Woods” instead of “forest”
  • Equipment names: Proper title case throughout the dungeon UI
  • ActionDisplay: No longer blank during dungeon fights
  • Gem modal: Cards no longer overlap — buttons are always aligned at the bottom
  • “Attack Speed” label: Combat now shows “Attack Speed” instead of “Action Speed”
  • 2-decimal formatting: All bonus breakdown percentages show 2 decimal places

What’s Next

More dungeon content, combat balancing, and potentially new equipment tiers. The combat system is feeling solid now — time to fill it with more content.


Discord

Join the Discord to report bugs or share suggestions!

— VHS