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Dungeonmans News

Horseless Headsmans Patch 2017

The Horseless Headsman Returns!


He's back (or maybe he never left) and there's a little something new this year. Spooky Adventure Maps will drop during the season, leading to all new dungeon types with new boss encounters. You can also collect Rare Mostlies, pets with unique names and a full set of class powers that have no time limit and hop back into your inventory when you change areas.

Line of Sight Improvements


Targeting powers and ranged attacks should cleaner and make more sense. Bugs that occasionally let one target see another but not vice versa have been fixed. Note that there still may be situations where you can't see a monster but they can see you, it's just that those situations won't be based on wonky LOS calculations.

Redistribution of Health

  • No longer targets enemies out of LOS
  • Improved audio/visual effects
  • Will sum all the health leeched and lost before applying it to the caster


Combat Changes

  • Wizard staves can now parry, Fists cannot.
  • Dungeon Dervish powers can no longer be used with fists, and require a 1H weapon in each hand.
  • Debug code that allowed anyone to always equip staff + 1h was still lingering in the game. Whoops. It is gone now.
  • Many delayed attacks -- attacks that happened as part of animations during a special power -- were NOT using the offhand. They are now.
  • Most status effects that require armor will go away when you change out a piece of armor, even if they are the same type.


Bug Fixes/QoL

  • Scrolls of Armor Ascension now properly deliver top-shelf armor mods.
  • UI Fix: clicking on consumables in hotbars while the Use Item window is open won't toss your items in the trash.
  • Status Effect display should be a little more responsive when removing effects.
  • The "Belt" slot, that little box in the bottom right, no longer accepts any items. It will again soon!
  • Deep Rolled the Thunder is no longer usable in the Overworld.
  • Certain legendary items that weren't showing up in the Armor tab will do so now.

Horseless Headsmans Patch 2017

The Horseless Headsman Returns!


He's back (or maybe he never left) and there's a little something new this year. Spooky Adventure Maps will drop during the season, leading to all new dungeon types with new boss encounters. You can also collect Rare Mostlies, pets with unique names and a full set of class powers that have no time limit and hop back into your inventory when you change areas.

Line of Sight Improvements


Targeting powers and ranged attacks should cleaner and make more sense. Bugs that occasionally let one target see another but not vice versa have been fixed. Note that there still may be situations where you can't see a monster but they can see you, it's just that those situations won't be based on wonky LOS calculations.

Redistribution of Health

  • No longer targets enemies out of LOS
  • Improved audio/visual effects
  • Will sum all the health leeched and lost before applying it to the caster


Combat Changes

  • Wizard staves can now parry, Fists cannot.
  • Dungeon Dervish powers can no longer be used with fists, and require a 1H weapon in each hand.
  • Debug code that allowed anyone to always equip staff + 1h was still lingering in the game. Whoops. It is gone now.
  • Many delayed attacks -- attacks that happened as part of animations during a special power -- were NOT using the offhand. They are now.
  • Most status effects that require armor will go away when you change out a piece of armor, even if they are the same type.


Bug Fixes/QoL

  • Scrolls of Armor Ascension now properly deliver top-shelf armor mods.
  • UI Fix: clicking on consumables in hotbars while the Use Item window is open won't toss your items in the trash.
  • Status Effect display should be a little more responsive when removing effects.
  • The "Belt" slot, that little box in the bottom right, no longer accepts any items. It will again soon!
  • Deep Rolled the Thunder is no longer usable in the Overworld.
  • Certain legendary items that weren't showing up in the Armor tab will do so now.

What's next for Dungeonmans?

Here's the important part: I've signed up with Andrew Aversa, the composer for Dungeonmans, to help him finish his completely awesome roguelike adventure Tangledeep. He has my full time support on fixing bugs, implementing systems, and other awesome features he has yet to announce. Launch is just a few months away and we'll be working hard the whole time, except for that one week around Christmas where I eat too many cookies and play really luxurious long ass games like King's Bounty and Twilight Imperium.

Don't panic!
This does NOT mean the end of support and content updates for Dungeonmans!

It does mean that there's much less time for dmans dev, and you can assume that the next few patches will be bug fixed based with some minor tweaks here and there. There's a great community in Discord helping iron out the remaining issues, and I'm in there all the time. You can be too!

https://discord.gg/0tYnHDpQ7v9rViPD

You can expect to see bug fixes, balance tweaks, and modifications to things like Adventure Maps. You are much less likely to see entirely new systems or batches of new content. I'll still squeeze in a new ːaxebeeː or two when I can. I love Dungeonmans.

This isn't a sunset, the game isn't on life support, don't be dramatic. This is an opportunity for me to help a dear friend bring his dream to life just like he did for me when he created the soundtrack that you the player love dying to.

Tangledeep is GREAT, you know I wouldn't put my name behind something that I didn't think was a solid good time. If you haven't checked it out already, please take a look! Andrew's done a tremendous job of blending the old and new to create a warm familiar world that's full of discovery, excitement, and challenge.

I know some of you are super excited about this news, I imagine some of you are not... and there are lots of you that don't care :D that's ok too. If you have thoughts or questions and wanna taco 'bout it, come by the Discord and let's chat.

http://store.steampowered.com/app/628770/Tangledeep/

Remember: This does NOT mean the end of support and content updates for Dungeonmans! I'm having far too much fun for that. ːstremfː

What's next for Dungeonmans?

Here's the important part: I've signed up with Andrew Aversa, the composer for Dungeonmans, to help him finish his completely awesome roguelike adventure Tangledeep. He has my full time support on fixing bugs, implementing systems, and other awesome features he has yet to announce. Launch is just a few months away and we'll be working hard the whole time, except for that one week around Christmas where I eat too many cookies and play really luxurious long ass games like King's Bounty and Twilight Imperium.

Don't panic!
This does NOT mean the end of support and content updates for Dungeonmans!

It does mean that there's much less time for dmans dev, and you can assume that the next few patches will be bug fixed based with some minor tweaks here and there. There's a great community in Discord helping iron out the remaining issues, and I'm in there all the time. You can be too!

https://discord.gg/0tYnHDpQ7v9rViPD

You can expect to see bug fixes, balance tweaks, and modifications to things like Adventure Maps. You are much less likely to see entirely new systems or batches of new content. I'll still squeeze in a new :axebee: or two when I can. I love Dungeonmans.

This isn't a sunset, the game isn't on life support, don't be dramatic. This is an opportunity for me to help a dear friend bring his dream to life just like he did for me when he created the soundtrack that you the player love dying to.

Tangledeep is GREAT, you know I wouldn't put my name behind something that I didn't think was a solid good time. If you haven't checked it out already, please take a look! Andrew's done a tremendous job of blending the old and new to create a warm familiar world that's full of discovery, excitement, and challenge.

I know some of you are super excited about this news, I imagine some of you are not... and there are lots of you that don't care :D that's ok too. If you have thoughts or questions and wanna taco 'bout it, come by the Discord and let's chat.

http://store.steampowered.com/app/628770/Tangledeep/

Remember: This does NOT mean the end of support and content updates for Dungeonmans! I'm having far too much fun for that. :stremf:

Patch 1.7a8 : Armor Warding!

Armor Warding


Heroes pushing into Adventure Maps of threat 18 or higher will encounter the occasional Warding Seal, magic used by Foomwardens of old to increase the power of their armor. Layer by layer, you will build up warding over time, creating a trusty set of protection that will let you charge into ever greater danger.

Warding has three different effects:

For Light 'Armor', Warding adds additional % to your Light Shield size.
For Medium Armor, Warding adds AP Gain.
For Real Armor, Warding adds flat resists to Melee and Ranged damage.

Just a heads up, the AP Gain on Medium Armor is not huge right away, so don't go feeling like Medium Armor is a must have.

Shops


Weapons with default modifiers on them, such as the variant Polearms and Wizard Staffs, will no longer show up as magical if they are not.
Buying out all of a shop's inventory will put that Shopkeeper out of business, unless...

Bug Fixes
  • Fired Up Rangermans powers no longer accessible without being Fired Up!
  • Right clicking to identify no longer dances around the fact that Identify Scrolls might not yet be Identified!
  • Weapon and Armor racks no longer have a chance to drop 0 loot (boring!) and can drop better loot at higher levels, including the rare legendary if you are lucky.
  • Status effects tick correctly when walking up/down stairs, meaning Banner particles won't get stuck on you anymore.
  • Salford's Sealant should no longer accidentally seal away the wrong magic on items with 3 or more stacks of the same enchant.
  • Foomwarden enchants can be applied correctly to Psychofocii.
  • Perks should only show up once in the character sheet.
  • Lizardmans Popes should not be able to die and leave you without a portal.
  • Fixed some fiddly paper doll stuff.