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Dungeonmans News

1.10g8 Bugfix Bugfix

* Battle Poultry that have been stuck in the Featherhells due to status effect breakage should no longer be stuck when you next launch the game.

lol if I sent that patchnote through time to 2014 Jim he would be confused as hell

* If you have Tempo active your pet bird dances too. Visual effect only. Next patch I might update that to all your pets.

* The options menu has been split into two columns, it was getting so big that some potato laptops weren't able to see the whole thing.

Patch 1.10g7 Bird Stuff and QoL Improvements

[h2]Bird Stuff[/h2]

You can now release a bird into the wild, forever removing it from the Academy and your control. It may drop a Plumage of Power or two, giving you the chance to learn some of the powers it held, just like monster steaks. For those of you complaining you have too many birds, here's your fix.

[h2]New Monsters[/h2]

Three new Bee types: Cerulean Spellstinger, Indigo Princess, and the Amaranth Queen. Also three new High Sorcerors, a Foominologist, Dreadcrafter, and Starwarper. These guys are bad news and are more rare than the typical bandit/brigand. They have the power to briefly banish your bird companion to the Featherhells, but hell can't hold a true battle poultry for long and they'll come back, perhaps even stronger! Until then you're on your own.

[h2]UI Improvements and other QoL[/h2]

You can scroll the combat log now with Pgup / Pgdown. If you want to see the whole long at once, that's Ctrl-L.

The damage reflection from Bee Magisters has been brought down to 15% of your max health instead of 20%. Basically easy mode now.




19 November Bugfix Patch

Bugfixes, mostly UI weirdness here and there. It's been in the works over a few weeks and I didn't take good notes, my apologies. Here's some things:

P now shows the pet menu
If you want to talk to your bird with the mouse, it's shift-click.
Fixed some weirdness where running through allies could move you two spaces in one turn.
Pathfinding / The Way Home is a proper draggable power now, no more looking in that S menu.

I'm working on a couple of new Bees to throw into the game but they aren't ready for prime time yet.

Labor Day patch notes

Had some time over the weekend to touch up some things, including some long standing UI bugs.

* Identified consumables shouldn't appear in the "???" unidentified tab now.
* The input bug where question marks keep appearing should be fixed.
* A fair number of powers and effects that could not cause critical hits now can, this mostly applies to end game stuff but does include early powers like Power Drive.
* Door Spikes are fixed -- previously when they sealed a door they also reduced all incoming door damage to 1, even though the screen said otherwise. This is no longer the case.
* Lightspears still work. Had to double check that one.
* There were a couple of other fixes from work last weekend but they were in a notepad++ file and I lost them.

Lightspears were broken WTF

They work again. Honest.

I also tweaked monster AI a little so that if you get away from a ranged attacker they might just be willing to close in on you and make an attack. Previously you could fire from around a corner and they'd just sit there and take it, now they're a bit more aggressive.