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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

Patch Notes - 0.3.2 Controller support

The previous mapping was inconvenient, from now on you can also change the controls on the controllers. Added a lot of QoL to many menu windows.

[h2]Controller and control[/h2]
  • Changed controls now save between sessions
  • Changed basic button mapping for the controller
  • Changed button mappings in options from now on
  • Fixed a bug whereby you couldn't preview the hints of not unlocked characters in the Quick Select book in the Bar
  • Camera movement speed now scales correctly with stick movement
  • Xbox and Dualshock button graphics added
  • You can now exit menu windows by clicking B/O/ESC
  • It is now possible to view weapon modifier descriptions and skill action descriptions on the pad using the right or left stick

[h2]Other[/h2]
  • Added cowboy to the Main Menu
  • All characters in the main menu have a unique pose
  • SpeedingUp (modifier) - fixed a bug whereby the boost would not reset after 8 seconds
  • Stat Shuffle (modifier) - A major bug has been fixed that caused everything to break
  • Perk to increase maximum health additionally heals.
  • Teleports in final battle now correctly teleport to correct arenas
  • Fixed the cancellation of strong attack of spears (still can break but less often).
  • Some UI elements did not change color when selected on the pad/cursor hover, now they change color.

Patch Notes 0.3.1 - Bug fixes

  • Changed UI elements for Xbox and Playstation gamepads
  • Fixed a bug causing walls on the 2nd floor to become invisible????
  • Button remapping from now on works for ESC and E
  • Updated the system from input detection (a purely technical change, if you play on a graphics tablet maybe you will see the differences)
  • Fixed Cowboy's dialogue lines
  • Added achievement on Steam for unlocking cowboy