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Pay2Lose and 1.7 Patch Notes

Pay2Lose DLC Now Available!


After suffering through three long years of free updates: monsters, items, classes, new areas, holiday festivity and adventure maps, you now have the opportunity to pay actual real money to make the game harder.

My research tells me that A True Roguelike Player hates the idea that they can pay for power, even in a single player game! Every triumph must be earned in blood, anything else is sacrilege. With that in mind, I present to you Pay2Lose.

Hundreds of tweakable options and ridiculous settings. Enjoy weapon and armor breakage while curled up in a ball of uncurable wounds, starving to death. Watch loot disappear before your eyes, or explode at your feet. Give every monster Nurphe Bat powers. Pay real money to do all these bad things and more while receiving no bonus or benefit of any kind. How can you resist?

http://store.steampowered.com/app/636410/Dungeonmans__Pay2Lose/

This is not the end of free updates


Pay2Lose costs you 5 Ameridollars (less if you buy it on sale!) but there are still plans for new content that you don't have to pay a dime for. That said, if you have 50 dimes to spare, that'll help the free content move along faster ːdmansː

1.7 Point Update Fixes


Multiple power-based crash fixes. A new system went into place to make sure that status effects could be countered correctly (Bloodglue Brew vs Bleeds for example) and that's great but it poked a couple holes in older powers.

Moving trap effects, like Sawblades, now do a better job of showing exactly where they're moving to next turn.

Fixes for some Adventure Map strangeness. There are still crashes in the Temple maps when monsters counts get huge and you run out of memory. I will be removing Temples from the rotation and adding in a similar experience that isn't as large.

Gold values will no longer underflow. There was a 10 hour period in which the build that was live was saving the gold values incorrectly -- if you got bit by that, and want to have your gold restored, talk to me.

Some P2L balance changes went in over the last week as well. Lots of fixes to the initial UI, including the ability to copy and paste Settings Codes. Weekly challenges are still randomized but shouldn't draw from the Probably Impossible column for the next few weeks at least.