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Dummy Dungeon News

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

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!