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Dungeonmans News

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.

Many Bugfixes in 1.12.5f

A certain very deadly purple stack of monster has had a some work done, and some bugs related to damage dealt, resistance, and printing damage to the log have been corrected.

Some other fiddly bugs with damage processing have been fixed. What I'm getting at is that some of you got killed unfairly by monsters that dealt damage which should have been processed by resists but instead was just treated as true damage and you ate shit. I'm sorry.

But it also worked in reverse for Rose of the North, which will no longer be able to, for instance, deal fire damage to monsters with 100% fire resist. Again, sorry.

Oh and hey uh some powers the player and their bird had access too also did this and would bust through even 100% resists.

The full screen log can now shift over to show just combat data.

Added more keybinds to keybinds.txt. Still no keybind UI.

Nurphe Bats can no longer undertune or rebalance a Dungeonmans' fist.

Rotating Fire Pillar Traps are now a little clearer about what they're gonna burninate next turn, and they no longer are walk throughable.

The heart particles that got stuck in the world sometimes should not do that anymore. Probably!

If you are running at a high enough resolution, the inventory screen will now show you your elemental resists underneath the rest of the stats. I mean look at all that space. Thanks BuckSilver for nudging me to make use of it.

A whole bunch of love went into the item equipping process. There were some bugs with things like Battlemage and Dual Wielding that made getting the right items equipped a pain in the ass. Should be better now.

Fixed a crash involving the midbosses in the Mountain Fortress.

Fixed a crash where a truly dedicated enemy ninja would try to dodge after he was already killed.

Tried to fix this crash: "I destroyed a staff wielded by a previous Mans, clearly the unleashed magic was too much for the fabric of the universe"

And finally, a comment on this video:

https://www.youtube.com/watch?v=2WXUQgiU7Fs
"It's pretty disappointing that the hate glacier doesn't do a little jump and a roar when you level up, like the battle poultry do. Please implement in next patch."
Done and done! Well there's no roar sfx but all your pets will do little level up hops now.




Bug Fixes for 9 April 2024

Headmaster Bad Identify from Pay2Lose no longer applies to Delicious Monster Steaks.

Scouting's bonus to overland combat encounters now lasts a little over 100 rounds, instead of just 20.

Maybe for realsies fixed the filter on the Blacksmithing menu? Probably!

Redistribution of Health should no longer target your own dear pet bird.

Pressing ctrl+arrow keys now once again rotates the contents of your hotbars.

Fixed a typo in the description of a secret power that I don't wanna spoil in the patch notes for new players.

Enemies should no longer drop loot into open sky spaces. Because that's not fair. However, I bet in rare cases we're still gonna see things like a pile of copper or a deadpulse in an open sky space sometimes. I hope not.