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Patch Notes 0.3.6 - General changes

  • Added new animations for characters in the bar and optimized loading of all animations in the bar
  • Red crystals display in the Bar and in the Void Tree
  • After defeating the boss for the first time, confetti will appear in the bar
  • Enemies in the dungeon from now on are generated in a different way which will make the fights more random and increase the variety of skirmishes in many rooms
  • Changed stats for many enemies (mainly on the 3rd floor)
  • Fixed a bug causing the combo end to happen on every weapon change
  • Fixed a bug by which many weapon modifiers duplicated their effect multiple times, for example when upgrading weapons in the anvil
  • Perks and chests now elegantly spawn on the ground rather than in the air and will not spawn in the same place
  • Fixed a situation where enemies teleported several thousand units down so they couldn't die making the room never open making it unplayable...
  • Ninja: Special effects volume scaling fixed
  • Witch: Fixed a bug whereby you could not exit the cauldron menu

Spooky Update 0.3.5

Important

The Spooky Patch is connected to the Boss Update Part 1
  • New temporary decorations in the bar
  • New spooky weapons
  • New rare perks
  • New enemies
  • Boss changes
  • Rework of the 2nd-floor boss
  • Minor update to the 3rd-floor boss


Bar Decorations

For a limited time, the bar is decorated (these decorations will appear annually during the spooky season), and heroes on missions eagerly participate in this scary event.


New Weapons

[h2]Ritual Runes(fists)[/h2]
Upon hitting an enemy, there is a small chance that a bat will be summoned, dealing damage and healing.


[h2]Jack-o Fists[/h2]
When hitting an enemy, there is a chance that a seed will drop, creating a pumpkin. Destroying the pumpkin grants a damage buff for the remainder of the fight.


[h2]Flickering Candle[/h2]
Starts the fight with a significant buff that weakens the longer you fight.


[h2]A Few Others[/h2]
  • Spider Axe - From a defeated, slowed enemy, a small spider drops and deals damage to another opponent
  • Onyx Hammer - Deals extra damage scaling with maximum health
  • Cursed Hammer - The more curses you have, the stronger the weapon
  • Vampire Pins - Inflicts the 'bleeding' effect


New Perks

[h2]Phantom Bones[/h2]
Upon defeating an enemy, several bones start circling around the player, dealing damage on contact with other enemies.
This perk is intended to aid in the early game, especially in runs where damage is lacking.


New Enemies

Ghosts have low health but are quite fast, fly in a straight line, and attack anything in their path.
Gambabot is a small, immobile enemy that randomly performs one of three powerful attacks.


New Anvil

A haunted anvil offering powerful effects, primarily related to summoning creatures.


Boss Changes

[h2]General[/h2]
  • Knockback resistance increased. Knockback now stuns bosses for a few seconds rather than pushing them away.
  • The boss health bar now displays a knockback gauge.
  • Stun cancels boss attack animations and deals knockback damage.


[h2]Polite Giant[/h2]
  • Added more indentations to the boss arena where players can hide from attacks
  • First phase of the fight is shorter, the second phase is longer, and the third phase is removed
  • Changed the laser hand attacks; it now aims at the player and fires a brief laser
  • Removed a situation where players could attack the heart indefinitely and repeatedly trigger on-hit effects


[h2]Guardian[/h2]
  • Changed boss appearance
  • Updated effects for all attacks
  • Boss remains on the map after being defeated
  • Fixed bugs that caused the boss to fly????


Other Changes
  • Fixed text scaling in small windows, e.g., weapon effect descriptions
  • Added visual attack effects for enemies on the 1st and 2nd floors
  • General improvements to some enemies
  • Fixed weapon modifier bugs where a single buff applied multiple times
  • Revised descriptions of various weapon effects and enhancements


Boss Update Part 2 - Next Major Patch

I had to split this update to make it in time for the spooky event. The next boss update will include changes to progression. The final boss will be completely reworked, and the Rat King and mines will be improved.







Patch Notes 0.3.4 - UI upgrade and created enemies

[h3]Changed character information panel[/h3] (look at character and hold interaction button)


[h3]Added missing art for Witch and Necromancer[/h3]


[h3]Other changes[/h3]
  • Added all missing passive icons for all characters
  • The look of the fast character selection has been changed
  • Main menu from now uses blink animation


[h3]Created enemies[/h3]
The enemies created during the fight have a different color and will only activate the death effects associated with the fight. That means healing effects and gold increase effects do not work with them.

Early Access Roadmap Part 2

Introduction

The previous Roadmap ended with version 0.3.0, so I wrote up a new one. Honestly, there are few aspects of the game left that need to be reworked which is why I planned to release the full version of the game after 0.4.
I don't mention mini patches to fix bugs and improve balance, because of course they will be coming all the time.

Anything yet to happen in the unplanned version
  • Steamcloud - I need to test this and cloud saving will be available in 0.3
  • Challenges - achievements - New achievements unrelated to progression. They would focus on less common game mechanics or specific character usage e.g. 'As a Monk, defeat everyone in the room without using a weak or strong attack'.


[h2]Bosses Update[/h2]
Will improve all bosses and especially the final fight and the 2nd floor boss. Before the final fight, there will be a new floor, a final store and the fight will be completely rebuilt. The general changes will be as follows:
  • Bosses will not be knockbacked when their toughness bar is charged, instead they will be stunned.
  • Most bosses will be able to be tossed into the air.
  • The health bar of a boss will take into account the toughness of the boss.
An early look of the new location before the final boss

Mostly finished Last Shop(floor between 3rd floor Magic Forest and 4th Final Fight)

[h2]Endgame update[/h2]
All content with permanent mechanics is housed in one location which unlocks after finishing run second time. There, you can unlock weapon packs (weapon sets that are added to the item pool in chests and stores), dungeon events (there are currently: Vampire Challenge, Colosseum, Hunt), and character drinks (after beating the game, you can unlock a drink that gives you a small boost at the beginning of the game). In a nutshell, the interface will be improved, the placement of npcs and the floor design will be slightly changed.

Version 0.4.0 - Boss Rush

This version will add new enemies, new fight rooms and most importantly new bosses.

[h2]New Opponents[/h2]
Unique enemies in roguelike can never be too much, new enemies and rooms with fights will increase the number of possibilities which is very important for procedurally generated dungeons.
New opponents will appear on all main floors and several new uprisings for side floors
early models of the mine opponent and first floor opponent

[h2]New Bosses[/h2]
All new bosses will not have any powerful gimmicks. They will mainly rely on attack animations. Fights against the new bosses will not have big breaks in damage capability.

Here are some developer descriptions on sample bosses:.
1st floor - Guardian of Light - Boss with a lantern on a long rope which he throws against the ground (all attacks focus on this), on the second phase projectiles fall out of the lantern, very low mobility, the rope also beats damage

2nd floor - Discobot - which lights up the floor under the player or in a random pattern, will itself have simple laser attacks every so often at the player

[h2]Boss Rush - Alternative run ending[/h2]
You will be able to choose to fight the final boss or a new run ending that will also save the princess. Boss rush will work like an arena but instead of regular enemies, Bosses from different floors will be created. Boss stats will be minimally changed.

Version 1.0.0

Coming out of Early Access. This version will be similar to the 0.2 Warm-up Patch and will add a little bit of everything without much context. The most important new feature will be the final scene after rescuing all the princesses.
  • New weapon type (we are considering between: rapier, two swords, double blade).
  • New perks - as in 0.2 will develop several different styles of play and will be of different rarity
  • Final scene - the last scene after rescuing all the princesses and the official end of the game with end credits.

Patch Notes 0.3.3 - Bug fixes

  • Legendary sunken chest no longer needs key to open
  • Fixed the disappearing walls from the 2nd floor AGAIN!!!
  • Dialogue issues for the gladiator in the colosseum corrected
  • Added special visual effect for robot parts to be found on the 2nd floor
  • Number of rooms changed, Artificial Realm-1. Desert train +1

[h3]Perks[/h3]
  • Heart of Ocean - Reduced the time required to activate the ground slam by 0.5s
  • Fighting Fireflies - the number of fireflies has been reduced

[h3]Monk[/h3]
  • Passive regeneration now does not duplicate every fight
  • A dash attack creates a slash just like a heavy attack from a scythe
  • Dash Attack does not create a long pause after animation
  • The double jump attack has a greater range of effect and does not create a long pause after the animation
  • Fixed a bug that caused the link to break despite the lack of obstacles

[h3]Vampire[/h3]
  • Vampire's sister appears in all stores and special rooms
  • Improved red marking of some opponents
  • Reduced stats for starting weapon

[h3]Witch[/h3]
  • Cauldron appears in all stores and special rooms

[h3]Thief[/h3]
  • After using teleportation, he gets a powerful buff on dodge chance and on weapon damage