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Adventure Maps! Patch 1.6

Adventure Maps


Adventure Maps are a new way to explore, adventure, and fill your bags with loot. Heroes of at least level 8 are likely to be set off on a series of events that will lead them to a trove of great and powerful secrets. Unravelling those secrets means exploring forgotten dungeons in the far corners of the land, places where enemy power roils and the standard rules don't always apply.

In terms of gameplay, Adventure Maps are new challenges that can be approached at the mid game but stay relevant even after you've reached max level. They are a dependable source for the various Enchantment scrolls heroes crave to power up their gear and refine their build. They also contain wild combinations of enemies, some of which would not normally show up in the locations they're spawning in.

Higher level Adventure Maps contain elemental enchantments, which offer up new and powerful loot, but also embue enemies with abilities they have no right to control. Be prepared for ridiculousness, such as Trigers calling down meteors of Starlight.

The Research Station at the Academy is where you can make use of the various special enchantment pieces and other items that drop during these adventures. Admittedly, the crafting options are a little threadbare, but the system will grow as players engage Adventure Maps and help determine what features would be the most interesting and fun down the road.

Take note: There are a couple of holes in this system, since it involved allowing nearly every monster in the game to scale up to an arbitrary level. You might see some weirdness -- a high level creature who attacks for hundreds on the regular the throws out a fireball that does 12 damage. I'll work on smoothing that out.

Leaderboards!


Five leaderboards have been added, these update automatically as you play.

Highest XP Normal/Ironmans
Farthest Adventure Map Clear Normal/Ironmans
Books Eaten

Note that these values apply to a single hero -- Highest XP means the highest experience ever accumulated by one of your heroes, not the sum total of all your Academy's deadmens.

I'll be upfront: players are going to cheat and give themselves high scores here. While I am taking steps to monitor and prevent this, I don't have the resources to build iron clad anti-cheat algorithims that dedicated cheaters will just destroy anyway. So while xXx=420~Seffirophths~420=xXx might take the global top spot with 9 trillion books eaten, you can still use the Friends feature of the leaderboards to see where you stand among your monster crushing comrades.

Lizardmans Pope


All Popes will drop one of three items in the Papal Lizardmans set, items that can roll with truly exceptional stats. The set consists of a hat, gloves, and a ring, meaning any armor build can wear them without losing access to their abilities. The items scale with the level of the defeated Pope -- Popes found at the bottom of high level Adventure Maps can drop some stunning gear.

Overworld Map Movement


It should be much harder to move through solid Mountains now. But nothing is impossible! In addition, you may find yourself in command of a power that makes mountains into trifling obstacles.

Fixes, Changes, Crap:


  • Numpad movement won't add letters to strings when you're trying to name something.
  • Some attacks that were delivering powers even when dodged or blocked have been fixed up. Take that, Warlord Harriers.
  • Melee Hit bonuses from Stremf and Skills adjusted up for Polearms and Wizard Staves
  • Bonuses to ranged damage from Skills and Foom have been increased. Note that these bonuses are less noticeable at low levels.
  • Fixed Teleportals having dumb spawn locations and all teleporting to the same area.
  • Erroneous +XP messages from no-xp monsters have been removed.
  • Using the Ranged Attack action with the mouse or keyboard will now launch a Bolt of Foom if you have a Wizard Staff equipped.
  • Creatures without names and inanimate objects shouldn't report death, resists, or status effects.
  • Ninja style enemies no longer cast Razor Fury all the time. Buuuut some of them have learned to throw Shurikens.
  • The Guilty curse now has a sound effect to go with the damage it deals to you on kill.
  • Fixed a bug with some particle effects breaking after the first time they played.
  • Monster armor and health has been scaled down at levels 16 and above.


One More Time:
Adventure Maps are a dependable source for the various Enchantment scrolls heroes crave to power up their gear and refine their build.

1.5.1 Bugfix Patch

1.5.1 Bugfix Patch


Here's a list of fixes and improvements with today's patch. These notes include last Tuesday's pre-patch.

Death Log / Final Report


When your hero dies, you'll have an opportunity to check the final messages in the combat log as well as your final gear loadout and stats. There's also a report that details what went down at the end and has some tips that may or may not help you in future tough situations. Feedback welcome!

New Overworld Map!


The Overworld map has been overhauled, with a cleaner presentation and the ability to toggle various settings, allowing you to see only the location types you're interested in. Again, feedback welcome!

Academy Faculty


Staff at the Academy, living or otherwise, should no longer overlap in the skills they teach. This only applies to new faculty, if you have current ones in the Academy they will be unchanged.

Fallen Castle Overgrowth


Trees that have the audacity to block off areas of a Fallen Castle map can now be terminated with extreme prejudice. You'll see.

Stuck Boss Mega Action Fury Bug


Some players are reporting situations where roadblock bosses don't die when they are killed, but instead stand still and don't act. If the player then leaves that area and returns, the monster goes completely nuts and takes 1000 actions to beat the player down. I have not been able to reproduce this locally! However, I've added some new checks and guards against this to prevent it from happening, we'll see if they work.

Endgame Boss Balance


Without getting into spoilers, there have been some changes made to make the fight a touch easier and less of a drag. The largest health pool boss has been reduced greatly (there was a bug giving him 5x health) and the life steal has been removed. Various important messages during the fight are now accompanied by a roar, screenshake, and BIG WORDS AT THE TOP OF THE SCREEN. Don't die.

Other Stuff


  • Tempo requires a 1h weapon in your main hand.
  • Wall jump crashed fixed, and the power no longer works in the overworld.
  • Max Verve bug finally fixed, no more 500 tile long Thunder strikes.
  • All dungeon types should properly spawn pyres for fallen heroes.
  • Bumping obstacles doesn't cost 100 AP.
  • Changing floors won't prevent resting on the first turn.
  • "There's danger nearby..." should no longer appear for failed rests.
  • Shield Block and Armor/Dodge compare now use their magic + values in the comparison.
  • Despair Many Foes crash fixed.
  • StuckCheck crash fixed.
  • Tried to fix FlatTileDistance -int.max crash.
  • Tried to fix tk_weapon_fling crash.
  • Tried to fix bee_valkyrie_rescue crash.
  • Fixed rare pathfinding crash.
  • Maybe possibly fixed a tooltip crash?
  • Running out of UI Frames won't throw an exception, but could still lead to crashes.
  • Fixed rare crash for creatures with charge attacks.
  • Finally fixed the roadblock ambush bug, where you always start in the middle of the map.
  • Champions or Ancient Kings don't get renamed if they kill you.
  • Unleashed Wizard Staves save and load correctly.
  • Gloves add spellpower correctly.
  • Dread Spire bosses don't just die on spawn anymore.
  • Item tossing and knockbacks should avoid clipped tiles -- If you are that person who had knocked Final Foom off the board with the Ghost Horse proc, I am so, so, so very sorry.

Bugfix Build Part 1!

There's a new build out, and a new build next week! That one is not out. But this one is.

http://steamcommunity.com/app/288120/discussions/0/135512133550113421/

I feex!


This is the *first* bugfix build. The *next* build will drop in one week's time!


Next week's build will have the improved Map. Not this week's. Next week's. The one that is not today.

Today's patch notes aren't pretty.

Also... there's some cool short-term stuff in the game. You should play it.

Fixed 21 March 2017 =======================

* Fallen Castle Tree Dilemma
* Consumable axe that drops from every champion in a Fallen Castle that can be used to blow up trees

* Bumping obstacles doesn't cost 100 AP
* Changing floors won't prevent resting on the first turn
* "There's danger nearby..." should no longer appear for failed rests
* Shield Block and Armor/Dodge compare now use their magic + values in the comparison.

* Despair Many Foes crash
* StuckCheck crash
* Tried to fix FlatTileDistance -int.max crash
* Tried to fix tk_weapon_fling crash
* Tried to fix bee_valkyrie_rescue crash
* Fixed rare pathfinding crash
* Maybe possibly fixed a tooltip crash?
* Fixed rare crash for creatures with charge attacks

* Finally fixed the roadblock ambush bug, where you always start in the middle of the map.

* Champions or Ancient Kings don't get renamed if they kill you.

* Unleashed Wizard Staves save and load correctly.
* Gloves add spellpower correctly

* Tried to solve unkillable boss bug.

More stuff to fix, maybe by next week, but not today.

Todo =======================
* Fix save file backups
* Boss stuck / endless AP gain bug double check
* Map improvements
* Academy stuff
* Try and prevent ghost teacher overlap
* Clean up confusing text



* Tons of shit from Discord #the_list
* Make sure all dungeon types spawn Deadmens Pyres
* Fallen Castles
* Swamps
* Temples
* Warlord Towers (only at top?)

* KoB lightspears need to do proper starlight damage
* Fix bosses dying on spawn and boss rooms in Dread Spire

Wizard's Hollow Update is Live!

Full revamp of the Wizardmans class, a host of bug fixes, and a holiday event with brand new monsters, loot, and adventure!

The Tale of the Horseless Headsmans


A most unwelcome visitor is camping Academy grounds, and rumors of a new undead menace have made the rounds. Holiday adventure with tricks and treats, here for a limited time. New bosses, weapons, candy corn! I hope you like to rhyme.

Take note: The special encounters in this event are scaled to your active level, so whether you're 5 or 15 you should find the monsters appropriately strong and, if you persist through to the end, a weapon that is scaled to your level as well. Finishing the event at Level 15 will reward you with what might be the strongest base weapons in the game outside of one particularly menacing post-game piece of gear.

Wizardmans Class Refresh


The Wizardmans is one of the oldest Dungeonmans classes, with some of the earliest special powers that trace back to 2009. This class was in need of some serious love, and here's my best effort. Important changes have taken place, please read carefully.

Mana
  • Mana is used exclusively by Wizardmens now. No other class uses or generates mana.
  • Mana no longer recovers by default over time.
  • Bolt of Foom now generates mana when used.
  • Maximum mana is determined by number of points spent in the Wizardmans mastery.
Wizard Staff

A Wizard Staff is now a melee weapon. The staff attacks creatures adjacent to you and the target, or in all eight tiles around you depending on how many points you put into it. These extra attacks will never target enemies with dangerous status effects, such as damage reflection or counter attacks.

All Wizard Staffs are bound to a given element when dropped. This element determines your melee damage, the type of Bolt of Foom you cast, as well as other spell effects.

Nearly all Wizardmans powers are improved in some capacity if you have a Wizard Staff equipped.

Battlemage (new Passive): You can fight with a staff in one hand and 1H sword in the other.

Lava Lance: Now also sets the ground on fire. Don't stand in it.

Searing Ray: Equipping a staff allows you to bounce the ray one time.

Foom From The Skies (replaces Foomsplosion): Call down a meteor with elemental damage and effects based on the staff you have equipped. They can hurt you too, so be careful.

Conjure Ice Blocks: Equipping a staff now allows you to conjure a 3x3 section of blocks, potentially trapping a monster inside.

Rhombus of Rime: No longer damages, but instead freeze and debuffs the combat abilities of targets. Staff allows you to cast it at ranger.

Shardstorm (replaces Coldnado): Converts all your mana into shards of frozen foom that then fire, once per round, as Bolt of Foom casts.

Decoymans: Staff increases the duration of the Decoymans from 5 to 8 rounds.

Gift Exchange: Staff use reduces the duration of debuffs applied to the caster by 1 round.

Big Bamf: Staff use pulls all the targets in the splash radius into the tile that was Bamf'd away from.

Stat Potions


Potions of Stremf, Skills, Foom, and Science no longer drop. In their stead are Battle Potions, which give you powerful short term buffs that are more clear and controlled. You still want to pot up before big fights, but you can't buff Science to sick levels anymore.

Leser Champion's Potion renamed to Battle Potion: Champion.
Battle Potion: Ancient King added.

Potions of Beastly Battle I, II, III added to increase physical combat prowess.
Potions of Furious Fooming I, II, III added to increase elemental damage.
Armor Potion: Starskin has been added to complement Barkskin and Ironwood potions.

Other Power / Item Changes


  • Banners that restore health only do so if the hero is under 50% health.
  • There is only Winter has been balanced around hero melee damage. Still scales with science.
  • Rapier Wit now creates Strain.
  • Electrolyzed now gives +20% mana gains whenever mana is restored.
  • Salford's Solvent should now restore any default enchantments on an item. Test it out some trash legendaries before you try it on that Lord Samuel's Flame you keep under the mattress.


Enemy Changes
  • Ghosts scale a little bit better now, do strictly elemental damage, and have sound effects on hit.
  • Lizardmans Brutes now have melee attacks, that's probably been missing since... ship? Ugh.
  • The Brigand Assassin no longer disguises himself as a Bandit Shadow
  • Warlord Heralds summon a wider variety of allies to their side.
  • Halls of Champions also have a wider variety of possible monsters inside.
  • When a creature is killed it will no longer be able to counter attack.
  • High level Champions and Ancient Kings have a cap on their dodge values that should allow them to remain hittable.
  • New monster: Brigand Chemistress!


Combat Balance
  • Block and Parry now reduce the proper amount of damage. For reals. Really reals.
  • Blocked and Parried attacks show damage in a different color.
  • Medium Armor is playable again! Since Parry and Block both result in the character taking some damage, Dodge is now calculated first. This will result in high dodge characters getting hit less.
  • Fixed bug in elemental resists math that may have robbed some mid level characters of up to 3% of their resist scores!
  • Defensive Staffs are no longer 300% more powerful than intended.
  • Powers that generate stamina/mana on hit have been nerfed across the board.
  • Souldrinking Scrolls have had their dark and unknowable calculations correctly adjusted.
  • You can only counter attack once during enemy flurry attacks. You can still counter multiple enemies in a turn, and the back and forth counter-duels should still work.


Wizardmans, Demon Truck, The Almanac, and you

Hey Dungeonfans,

Wizardmans Update


I'm working a new patch due late October (hopefully) that will focus on the Wizardmans. A full class update, with the goal of making the powers more useful and interesting, and making magic more varied. There will be new loot, new monsters, and bug fixes as well. I'd really like to fix up the Overworld Map, we'll see how that goes.

Demon Truck!


This Monday my latest game will go live on Steam: Demon Truck. A badass rig drives only for the glory of Satan as it races towards the Next Hell. Arcade action, and my own take on the Endless Runner genre. Ram down the throttle, blow everything up, collect all sorts of wacky powerups and shame your rivals on the Steam Leaderboards. Revenue from this project is going to help keep the lights on here at Adventurepro Games LLC, and I hope you'll support me in this. Even if you don't want to buy the game, you could certainly tell your friends and share it on social media.

Check the game out here: http://store.steampowered.com/app/489760/

Almanac Update


Work continues on the Almanac. How long have I been saying that? :( Well it's true, and I actually am considering just uploading some of the unedited Almanac text that I've got written already, in order to give players a taste. However, I do feel like I owe my loyal Dungeonfans something for picking up an incomplete CE, and here it is:

If you own the Dungeonmans Champion Edition, you also own Demon Truck


This applies to everyone with the CE as of 2pm pacific, 23 September 2016. Future sales won't get this, but hopefully there will be an Almanac for everyone soon.

I recognize that an arcade action immortal trucker won't jibe with every Dungeonfan out there, but I encourage you to give it a spin anyway. If you like Dungeonmans and want to see more adventure, supporting this game is one way of making that happen.

Thanks again for sticking with me over the years. Creating Dungeonmans is the realization of a long held dream, one I could not have achieved without you.