A new patch has been added to Dungeon Keeper today, weighing in at 85mb. The mobile update adds some performance improvements, as well as gameplay tweaks.
Sadly, the horrendous microtransaction system is still very much intact.
Here’s that changelog for Dungeon Keeper 1.0.54 …
Bug Fixes
Dungeon Design & Management
- Fixed a bug that prevented dig timers from appearing with building production. Dig timers now display correctly, and this should also rectify the problem where some imp tasks were seemingly getting “lost”, even though the jobs were actually still in progress.
Gameplay
- We’ve Improved Game Center login flow; this fixes the issue where some players could start playing Dungeon Keeper before Game Center had finished responding, making it appear as if their dungeon had been reset
Gameplay
- Fixed an issue where the Guild Request window could display incorrectly when presented with too many user requests
Minions
- Adjusted the Warlock’s dungeon pathing, fixing clipping issues
PvP
- Fixed raid mode completion rates, addressing issue where some players would only achieve a 99% completion/victory rate despite completely destroying the other player’s dungeon
- Fixed a rare issue where when some players cancelled their Cave-In to initiate a Revenge attack, they could erroneously be taken to a different Keeper’s dungeon.