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Version 0.3 of “Wild West” NOW AVAILABLE

What's new

On the technical side, a great deal of code has been changed. A lot of enemies and weapons should now run much smoother and better.
  • Desert Train - New alternative floor.
  • New character Cowboy
  • New weapon type Scythe
  • Reworking knockback
  • Followup attacks


Desert Train

A new alternate floor with several unique enemies. This is the second alternate floor available after unlocking Robot. You can unlock a new character on this floor.


Cowboy

A new character focused on combo attacks. He uses a scythe as a starting weapon.
After unlocking him of course, there is a new achievement. For finishing the game with a cowboy, you can unlock a drink that creates a pirate's treasure at the beginning of the run. Depending on the state of the combo, its active skill changes.

Lucky coin
Start of the combo - Flip a coin in the air, the coin stays in the air for a long time

Revolver
During the combo - shoot with revolver dealing minor damage, shooting a coin deflects the projectile at all enemies and increases the damage

Lasso
End of the combo - throw the lasso in front of you and attract all opponents


Scythe

A new weapon that creates slashes that fly forward and deal heavy attack damage. All new scythes are available in the basic item pool, nothing needs to be unlocked.
  • Bloody Scythe
  • Barbarian scythe
  • Emerald Scythe
  • Reaper's Scythe
  • Desert Treasure
  • Shadow Scythe
  • Star Scythe
  • Scythe of Coal


Knockback - Redesigned Mechanics

In the previous version, the knockback activated with every hit due to which opponents sometimes got damage for touching the floor or flew away from the player too often.

From now on, the knockback has to be charged beforehand, discarded opponents are stunned for a while and get a lot of damage depending on the power of the knockback.

Followup attack - New attack mechanics

Each weapon gets a new attack that activates when you change weapons during combat. Now changing weapons cancels the attack animation to perform just this followup attack. Each weapon type has one of these effects:
  • Hitting the ground dealing area damage (hammer, heavy sword).
  • Tossing the opponent and player into the air (scythe, axe).
  • A strong attack that imposes a lot of knockback or damage. (sword, dagger, fists).
  • A series of multiple fast attacks (katana).
  • An upward leap (spear).


Bug fixes and minor changes

- Changed the reload time of all heavy attacks, some heavy attacks now toss or apply additional knockback
- Added a new mini bar to the enemy health bar to show the status of knockback
- Added many new sound effects for playable characters
- Added early versions of music for: Tutorial and Sunken Ship (3rd alternate floor)
- Heart of the Gale (perk): Changed knockback and damage scaling
- Scientist: New form of Multitool - Scythe
- Jester: Can draw new weapons
- Monk: The mechanism of alternative attacks has been changed
- Fixed a serious bug related to button mapping in game options
- Fixed a serious bug making it impossible to play on the controller
- Changed the stats of most weapons in the game (some legendary weapons nerf, rare and epic buff)
- Changed the way fists are animated, removed the situation in which the character's hands were animated and fists were flying around the map????
- Changed the logic of several opponents (in general the action will not change but will fix some super rare bugs related to knockback/invisibility)
- Fixed a bug by which opponents ignored the invisibility state
- Fixed a bug by which some normal attacks were considered heavy

Version 0.3 Available from 09.09

The new version of the game will be available from 09.09
Tomorrow we will release patchnotes.
I am in the process of writing a new Roadmap for future versions.

[previewyoutube][/previewyoutube]

Here comes the Cowboy!

[h2]Introduction[/h2]
Every character in Dummy Dungeon has skills that change distinctly the way you play. Except for the monk, there was no other combo based character. The cowboy is a new character that has no passive skill instead he has 3 utility skills depending on the state of the combo.


[h2]Starting weapon - Scythe[/h2]
The gunslinger starts with a new weapon that will appear in 0.3. The scythe's heavy attack and the character's abilities make even those earliest dungeon fights intense.

[h2]Combo Start - Lucky coin[/h2]
Flip the coin up, the coin stays in the air for a long time
The coin on its own does not have much use, it only works well in combination with the Revolver and allows Cowboy to defeat large waves of enemies.


[h2]Mid Combo - Revolver[/h2]
Shoot a revolver dealing low damage, shooting a coin reflects the bullet at all enemies and increases the damage
Revolver is the most important skill of the gunslinger because it is the only skill that can deal damage. The skill can be used to extend a series of attacks and deal extra damage to an opponent.


[h2]Combo End - Lasso[/h2]
Throw the lasso in front of you and attract all enemies
With the new enemy knockback system there may be a situation that opponents will literally fly away after a large series of attacks, with the lasso you can draw the enemy back into attack range and continue combo.


Cowboy is a tough character and requires focus to get the most out of his damage potential. Although he doesn't currently have any passive skill nevertheless an cool guy!

The desert train is coming!

[h2]Introduction[/h2]
Version 0.3 still has many new things to discover, one of which is a new alternative floor. It is on the same level as Artificial Realm and has similar challenges.
The portal to the train will be available in the 2nd floor and in order for it to appear you need to unlock the Robot beforehand.



[h2]New opponents[/h2]
New opponents unique to this floor will appear on the train.
  • Dynamite rogue - throws a stick of dynamite in front of him, which explodes upon contact with the ground.
  • Revolver rogue - Shoots a random series of 3 to 6 shots at the player.
  • Sludge cactus - Creates an explosion of spikes every now and then


[h2]Challenge space[/h2]
On the train, you can unlock a new playable character by simply passing the entire floor. The new character is based on large attack combinations, but I will tell you more about him in another announcement.


[h2]Floor reward[/h2]
Each alternative floor offers a different reward, here the rewards is a room with multiple chests from different floors.

Scythe - a new type of weapon

[h2]Scythe new weapon[/h2]
The Scythe is a long-range slow weapon that deals serious damage. It has a unique heavy attack that can be activated after performing normal attacks. Most of the effects will be available from the beginning, no need to unlock them.

[h2]Slash - New heavy attack[/h2]
After performing a heavy attack, the scythe releases a wave that deals heavy attack damage. This is the first mechanic in the game outside of a character's abilities that is able to deal damage from a long distance.


[h2]New weapon modifiers[/h2]
Along with the new weapons, new modifiers will be added that perfectly complement the weapon's action, or fit the theme of the new version.


[h3]Reaper[/h3]
If a heavy attack defeats an enemy the next hit will deal 3x damage

The effect is ideal for clearing smaller fights, but requires specific use of a strong scythe attack to hit enemies.



[h3]Emerald[/h3]
Hitting an enemy with a strong attack or follow-up attack marks him, the next hit inflicted removes the mark and heals

A new healing effect in the game that requires active combat to use.An effect like this isn't super powerful but it will certainly save many hard tough runs from failure.



[h3]Coal[/h3]
Continuous striking activates Fire. If you maintain a series of attacks it upgrades to Ignite.

An effect that helps with long fights and is great if you have Elemental Mastery. Unlike weapons that simply have Fire, weapons with Carbon can have higher base stats and won't mess up the game balance too much.