Hi, All~ New Update Live Again! *What's New (Version 1.3.6) - The level of experience required to level up the monster is reduced by up to 20%. - Fixed an issue where the level was not displayed normally in the result screen. - The phenomenon that the 'tree of life' does not give 'absorption' is corrected. - The Archangel's sacred presence now grants as much as (40%->30%) of damage to regeneration. - The performance of new skills increases. (Speed, Defense Rune, Combat Fury, Light Weapon, Deadly Blade, Blitz Armor) - Pearl Shell: Damage received by enemies increases by (5%->3%) per 1 slowdown. - Game performance is improved. - Some bugs are fixed. [Basic Guide] Wickedly Good Fun for the Wickedly Evil (by Sarah Saunders) https://toucharcade.com/2018/05/24/dungeon-maker-dark-lord-guide/ [Review] Hands Down One of the Greatest Dungeon Games You Will Ever Play (by Sarah Saunders) https://toucharcade.com/2018/06/22/dungeon-maker-dark-lord-review/ [Guide & Tip] Dungeon Maker : Dark Lord https://forums.toucharcade.com/threads/guide-tip-dungeon-maker-dark-lord.319561/ *Guide for new beginners (by @ArtNJ) https://forums.toucharcade.com/threads/dungeon-maker-dark-lord-by-gamecoaster.319369/page-25#post-4104083 *Day 500+ Guide (by @Gyzer) https://toucharcade.com/threads/dungeon-maker-dark-lord-by-gamecoaster.319369/page-34#post-4105590 *Dungeon Maker Video Guide (by Box In A Corner) https://forums.toucharcade.com/threads/guide-tip-dungeon-maker-dark-lord.319561/#post-4104585 Subscribe to the TouchArcade YouTube channel 0:00 Introduction and Menu 8:45 Dungeon Lord Selection and Errata 13:20 Battle 16:00 Reward And Building 18:30 Events 20:45 Dungeon Card 22:02 Merchant 25:05 Boss & Day 20 28:12 Non Game Related Stuff
Enhancement Suggestion: When in dungeon view mode while placing or upgrading a new building showing the existing structure level with a small number in the corner could be useful.
What about this strategy(Meta)? Only the Dark Lord & her guardians keep the dungeon. It's one of the trends in the new update. Subscribe to the TouchArcade YouTube channel
If you are interested in this awakening update, please refer to the following Dungeon Maker guide. Dungeon Maker 10076 Update (by Box In A Corner) 0:00 Youtube 2018 0:30 Real introduction 2:46 Awakening 5:00 Gameplay and UI Changes (Intro) 5:57 Saving Monsters New Feature 8:38 New Difficulty Stages 11:22 UI Changes 17:55 Dungeon Fate Updates 21:26 Trial Fate Cards 24:27 Day 38 Trials 27:14 Ending Comments (https://www.boxinacorner.net/)
Is there any reason to NOT collect gold after a battle? Why do we have to click on it EVERY TIME to collect it? It's damn annoying. The others I can understand situations where you might want to skip, but why skip over gold? I think gold should just be auto-collected and something you don't need to select.
Some users are interested in the Gold increase through the Goblin deck. But if there is a lot of feedback from users who want to change it, it might change. For example, now you can select the display for the dark lord's skill description in the options. This is one of the user feedbacks reflected in the game.
What is this goblin build? Are you not suppose to collect gold with it? I'm talking about the gold that you collect after you win. Why do we need to click on it when from what I can tell, there is no reason to NOT collect it. So it's a meaningless extra tap that adds up the longer you play.
The goblin deck means collecting gold by using goblins that can be easily obtained in the beginning. There are a few variations on this depending on users’ battle rooms & skills, and it is meaningful for the player to be able to see the increase in gold per battle as users figure it out. There are users who like to identify it with a number of combinations to get the most gold. In this game, the amount of gold has an important impact on the use of the store, so it plays an important role in users’ strategy. Changing this important thing to automatic collection may require more discussion. I would like to say that there are users who prefer visible results rather than automatic collections. However, as mentioned earlier, if there are a lot of feedback from users asking for its changes, then it might be changed. The possibilities are open.
Why not just show it in the end, but always autoloot it (even if the user does not click it). Thanks for fixing the crashes on ios!
This is nice option to have, but can you move the skill description a bit downward to the bottom of the screen or let it show on only when holding the button (keeping it pressed). Now it always shows the big text with every click and covers part of the dungeon fighting unfortunately (with ipad air 2 at least).
Here are the contacts you can send feedback to the developer. If necessary, check it out. *Developer Contact : [email protected] https://toucharcade.com/community/threads/dungeon-maker-dark-lord-by-gamecoaster.319369/#post-4099094
Hi Nyan, Thanks for posting. Do you know what difficulty this is on? I was playing Trial 3, all trap setup except for the last column of monsters. Lots of slow and meteor traps. I was easily beating every level including 380 boss in seconds until I came to level 400. All monsters on 400 appeared to have 100% trap dodge, my last column of monsters wasn't enough to keep the dozens of heroes from bypassing them and overwhelming Merial. I was hoping to stick with a mostly trap configuration but a level like 400 makes it seem impossible so now I'll experiment with a high monster count and perhaps a few Tailwind rooms. Since merchant is so expensive after Trial 3 I'm considering trying to level up a few goblins for extra income. What's the difference between Tailwind and Frosty Wind? Tailwind: Default agility of all monsters in the dungeon is increased by 15% Frosty Wind: Default agility of all heroes in the dungeon is increased by 10% It sounds like they do the same thing, only Frosty Wind is harder to make and less boost. Perhaps the description is incorrect? Does either Tailwind or Frosty Wind require a hero to enter the trap before it gives to bonus? Knowing which would be useful as that would be critical to placement. Thanks
I agree it's nice to see how much gold you collected but also agree with it being wasteful having to click it to collect it. Perhaps a compromise could be at the end of the battle it displays how much gold you earned part of the default battle and how much bonus you earned through something like goblins, but it doesn't not require a click. Maybe display this info above the card that lets you choose Egg/Room? *edit* Posted this before seeing Style's post suggesting the same thing.
Does the Vampire room do something different from the Regeneration room? Regeneration room seems to have a bigger effect, but maybe Vampire adds damage as well as heals? Also, what does agility do?
The vampire room does not look good. Sprout(Regeneration) room is much better. It works well and is a material for high-class rooms.
Frosty Wind: Default agility of all heroes in the dungeon is increased by 10% Maybe it is decreased? For now it seems that there is no significant difference between the two.
Tailwind increases agility for monsters. Frosty Wind decreases agility for heroes. My understanding is that neither requires a hero to enter to take effect - they are active for all monsters/heroes at all times.