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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.

Steam Summer Sale!

Discounted just before the big combat update and huge 0.3 expansion!

https://store.steampowered.com/app/1891030/Dummy_Dungeon/

Patch Notes 0.2.7 - Bug fixes

- Added spashart for Bard and Scientist
- Added collisions for crates and obstacles in the special room on the 3rd floor
- Each start of the wave of enemies in the arena activates all the effects related to the start of the battle
- Invisible Friends (enhancement) - Fixed a situation where if a player takes another duplicate of this perk during an effect they lose most of their movement speed
- Many of the lights in the rooms on the 1st floor have been changed

Patch Notes 0.2.6 - Remaking Artificial Realm

[h2]Rebuilding a false reality[/h2]
The previous version of this floor looked severely unfinished, the current version stands out more.

[h3]Dueling in open space[/h3]
All walls, walkways and ceiling have been removed from the rooms. Fights happen in open space and all new rooms are large. This will allow for larger, more mixed fights with a mix of opponents from multiple floors.


[h3]Changing atmosphere[/h3]
False Reality is undergoing constant changes. With each fight, the color scheme of the entire floor will be changed.


[h3]Additional Challenges[/h3]
The main mechanics of this floor were additional difficulties during the battle such as Creating a boombot every now and then, a big laser from the sky, an ice shield for every opponent. After this change, several handicaps will be changed to make them more versatile and easier to grasp during combat.


[h3]Perk store[/h3]
Unlike ███████ from version 0.3, this floor focuses mainly on perks rather than chests, so there will be a perk store at the end of the floor instead of a variety of chests

[h2]The rest of the changes[/h2]
  • Added missing splashart for: Viking, Mage, Maid, Huntress, Robot.
  • Fixed a bug by which the icon of the next floor displayed Bar instead of correct icon in the loading window
  • Changed the way exploding robots drive, now they should not float in the air