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Dungeonmans 10th Mansiversary!

December 2024 is Dungeonmans' 10th Mansiversary. Surely this is the most impactful roguelike news of the month. Let's celebrate with yet more free content and another holiday event.

10th Mansiversary Celebration

All through December, crushing monsters will produce Commemorative Coins of various rarities that you can use for a long lasting effect that provides 15% XP bonus and a greatly increased chance of certain types of loot. For those high level heroes, you'll finally have a reliable way to farm 5-Star armor sets!

You can also exchange the coins for lesser coins and mystery prizes at the now highly useful Celebratory Headmaster Statue at the Academy.



I can't promise that there won't be more shenanigans as the month continues.

The Outdoorsmans

An all new line of study at the Dungeonmans Academy: The Outdoorsmans brings a new weapon and different approach to ranged combat, as well new abilities dealing with the beasts of the wild.

[h2]Boomerangs[/h2]
These weapons occupy your main hand and ranged slot, much like Polearms. Unlike Polearms, you can hit things up to 5 tiles away. Attacks landed on targets at exactly maximum range are guaranteed critical hits. Roundabout lets you smack every adjacent enemy, knocking melee attackers back. Pisser's Crescent lets you make a wicked arcing throw that hits multiple targets, even ones out of LOS, and can pick up Deadpulses and Refreshing Beverages along the way.

Boomerangs are slightly shorter range and slightly less damage than bows, but unlike bows, you can use a shield in your off hand. Or another 1h weapon if you wanna go Dungeon Dervish. Or -- oh you know what, I should add a spellpower boomerang shouldn't I? Yeah that's going in this week.

[h2]Beast Handling[/h2]
Long ago, The Outdoorsmans was going to be The Pet Class, but I could never make that really gel with the free-wheelin' build-your-own-class style of Dungeonmans. It was either too weak or a must-have. Then Battle Poultry happened, which solved pets neatly. But it still felt thematic to let The Outdoorsmans have a way with beasts.

The powers in Beast Handling start with a couple of defensive ones: Mollifying Medley scares away all beasts when you get surrounded, and Snappy Capy lets you turn any one enemy into a harmless Capybara without costing you an action. The last power, Blood in the Water lets you use Monster Steaks as fuel to entice beasts to do your bidding.

A Keybinds Menu

Totally worth an H1 header. Now you can rebind your keys from within the game. If you were experiencing a crash when removing all keybinds from a key earlier today, that should be fixed.

Please leave feedback in the Discord if you think there should be additional binds that I didn't consider!

Modding? Yes!

This is a big topic and deserves a post of its own -- and it'll get one. But the short version is this: you can add monsters, items, enchants, set bonuses, and your own textures too. You can modify or even replace the game's existing data by adding your own mod files, and you can even make simple powers for the monsters to use.

You can't add any code yet, and yes that means a lot of what the game can do is currently sealed off from you. But that may well change! I've been looking at how other XNA games do it, and maybe I'll get in on that too.

Full details along with an example mod will be provided shortly, and I hope those of you who like modding are willing to help update the wiki!

[h3]Important note: Heroskins are unchanged![/h3] I didn't touch that, as to not break anything.

Bug Fixes / QoL

I hate to do this to you but my notes are really scattered. I spent a lot of this year working on Eye of the Commando and so I don't quite have all my dmans change-ducks in a row.

Warlords are a little smarter, I fixed a few keyboard and controller things, uh, damn you know I really do try to keep this -- anyway.

But hey, if you've got something you want to see fixed in Dungeonmans, this is a great time to speak up. I mean I'm always listening in the Discord but I am extra listening now, during the Mansiversary. And actually, it'll be easier for me earlier in the month because I'm traveling over the end of the month and will be very, very afk.

Some things that popped up this afternoon:
* Keybind crash on removing all binds from a command should be fixed.
* Players getting stuck at 0,0 in the overworld should teleport to the Academy.
* Fixed for an overworld crash while wandering around.

1.2 update preview

Alright real patch notes are coming later, I promise, but I really wanted to get this build out today (to start the month long 10th Mansiversary) and I'm fighting some sickness right now, so hey yeah here's the build and full notes will happen in... < 24 hours. I'll make a lot of noise!

Enjoy the keybinds menu, and oh yeah the entire two new Outdoorsmans masteries.

If something breaks for you, please let me know at the discord, thank you!

Eye of the Commando enters Early Access!

I've been working on a new game over the last few months, and it is in Early Access as of today!

https://store.steampowered.com/app/3016480/Eye_of_the_Commando/

Eye of the Commando is an turn based grid movement dungeon crawler with an 80s action movie twist. Explore dungeons, blast bad guys, gather up loot, solve puzzles and find secrets the old fashioned way: with a comically large gun full of freedom.



This idea bit me in a game jam earlier this year and I'm happy to see it come to life. I would really appreciate your support, so tell your friends, maybe grab a copy for yourself, and share your adventures. Feedback is super encouraged as the game's growth and potential expand through Early Access.



[h2]More Dungeonmans?[/h2]

There will absolutely be more Dungeonmans. This December is the 10th Mansiversary of Dungeonmans' launch on Steam, and we'll be celebrating. Admittedly, I haven't written a line of code for dmans since June, but that'll change now that EotC is live. I'll be working on an update and you can see it happen live on twitch.

twitch.tv/playdungeonmans

1.12.5h Middle Of The Night Whoopsie Update

That was an exciting patch!

It should be less exciting now. Specifically, the crash involving some various archery powers is fixed, and -- insert creative swearing here -- monster alerts shouldn't sometimes go through walls. Like, 8 straight tiles of solid wall. Gah.

1.12.5g bug fixes

Fixed five or so bugs reported on the Discord server.

Raging Hateglacier was cheating and not respecting the cooldown on its Ice Spike ability. That's fixed. The spike hits a little harder now and scales with your level, but fires less often. Don't worry, big ice brosif can still tangle in melee with your foes.

Fixed alert behavior for monsters that take hits from pets while the player is far away. You should see some more aggression from monsters, especially in outdoor areas.

Started working on a Warlord update. Probably shouldn't check this part in yet but I gotta get a couple crash bugs fixed so in it goes.