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Dungeonmans News

1.81e Alt-Tab Crash Fix

I think I've fixed this issue! Probably. Big real genuine thanks to those of you who submitted crash reports with repro steps, both via the crash catcher and Discord. They helped me track it down.

Bugfix patch today!

There's been some instability in the latest build, and I've finally had time to right some wrongs and patch over some potholes. No new content today, but here's the fixes:

Fixed some crashes involving Necromansy and certain Meteor powers.
Reworked the Tower Imperiled special adventure to prevent weird behavior, added a new dialog that gives better information upon success.
Counterattacking while Tired will no longer crash.
Fixed the occasional unbustable door bug, sorry 'bout that.
Fixed critical hit / damage display bug
Fixed 0+0 stat damage display.
Deadpulses should save and load correctly.
The Lizardmans Pope set effects will no longer apply to Champions or Ancient Kings. This prevents Fallen Castles from breaking.
Halloween haunted forest maps:
* Reduced the number of encounters, y'all were complaining that those maps were a big slog.
* The game no longer places the boss encounter in the wrong area if you save and load.

Really high level Adventure Map stuff

Once you reach the level cap, you will no longer be able to roll XP over if you happen to earn enough to level up again. Instead, you'll stay at the maximum value and nothing will happen.

This change means you won't be able to earn extra (dozens? hundreds?) Mastery Points in the highest tiers of Adventure Maps. So sorry! If you've already taken advantage of this, more power to you.

Also, the amount of unenchanted white items that drop when you are in high end post-game areas has been reduced.

Buried Lede

There are now TEN save slots!

1.8fna Patch Notes

New Armor Set, Finally!


Tier 5 armor has been added to the game. Yes really. Three new sets of six items a piece, for Light "Armor", Medium Armor, and Real Armor.

These sets are currently rare drops found in higher-tier Adventure Maps. However, the next update will contain a different method for picking up these sets to help reduce the amount of searching you have to do in order to complete your set.

New Adventure Map: Cursed Mines


Found in Adventure Maps only, the Cursed Mines are abandoned tunnels that were created deep in the earth by greedy mens, and abandoned when all hell broke loose. There's more than meets the eye in these areas, so seek carefully and look for hidden secrets.

Medium Armor Update


Medium Armor has received some gameplay improvements in order to push it further towards the ideal of fast moving, high damage, risk taking adventure.


  • Each piece of Medium Armor increases your critical hit chance by 1% per tier. Which means a full set of 4 star armor increases it by 16%.

  • Quick Dash allows you to roll through enemies, meaning you'll be cornered less often. Take advantage of this before we all realize it is broken and then patch it back.

  • Warding for Medium Armor now increases AP gain by 2 per point instead of 1, and also increases critical hit chance by 2.

  • A number of enemy attacks that were undodgeable by mistake can now be correctly dodged. One of the highlights is the Shinobi shuriken storm, which now treats each throwing star as its own dodgeable attack, which ALSO means Arrow Time can send those stars all over the place.


Light "Armor" Update


Blowout is a thing of the past. When you use an armor power, it simply refreshes your current shield. However, if your current shield is < 50% when you do this, the attack effects from the Blowout still take place -- knocking away baddies, pinning them, etc.

Also, the Health UI has been updated to show the health of your shield while it is active.

Critical Hits


Critical Hits have been kind of underwhelming. In previous builds they simply made all your damage dice roll at maximum. That's great when you have a small bonus to damage, but when your attack are 95% bonus and 5% dice, who cares?

A new stat, Critical Hit Damage, is applied to your attack after it hits. This number is directly affected by your Foom stat. This only applies to attacks made by the hero.

"Spell" type effects still do not crit, but whirling swords and flying arrows can, regardless of the source. Magic-crit might something that happens down the road.


Holiday Updates


Halloween and Animuu Weekend are now both available via a consumable book. However, the book will only set the holiday state for the next 72 real life hours. Permanent Halloween is a bit silly.

To celebrate the Summer Sale, Friday 22 June ~ Monday 25 June is now an Animuu Weekend. Go find some Orbz!

Small Improvements


The Academy Armory size has been increased. Each upgrade gives you 3 slots instead of 2, and you can now purchase as many upgrades you want at the highest level.

Locking items is now Favoriting items. There is a Favorites tab in the UI, and Favoriting an item stack will now lock down the entire stack instead of just one.

When enchanting items, you can see an additional line of data that shows you how many enchant slots are left on the item.

There is a new inventory tab for Research and Adventure Map items.

Heavy Armor is now dodge capped at 60%. This is an improvement for Medium Armor users, who can now feel special.

Warding Seals now drop more often in Adventure Maps, and Adventure Maps themselves drop less often. It's fine, you've got like 300 anyway.


FNA!


Dungeonmans now proudly runs on the FNA framework. Thank you XNA, it has been a delightful 10 years. The conversion might still have a bump or two, you'll notice that the splash screen is missing, and the crash pop-up is gone, but those will be restored in short order.

If you notice any marked differences in sound, graphics, or performance, please let me know.

1.7.12 4K RES OMG also other stuff

1.7.12 is live and DUNGEONMANS SHOULD BE PLAYABLE AT 4K RESOLUTION.

FINALLY. HELP MY CAPS BUTTON IS STU ok ok phew.

What happens now is that the game resolution caps at 1920x1080, and will fill your monitor at that size. Meaning the UI should be readable, and there won't be a million miles of empty space in the backpack UI when you open it.

Dungeonmans Works on 4K Monitors Now

Did you scroll past that first paragraph? You should not.

Small Mouse Changes

Mouse behavior for movement has changed slightly. The biggest change is that no action executed adjacent to you will result in more than one move/step/action. Previously it was possible to click once and step more than one step, or attack and then move, both of which were unintended actions that have cost players many HP in damage when surrounded.

Note that moving the mouse away and holding it down will still make your hero run. However, even then, once your hero reaches the mouse, you'll stop moving. Before, you'd do a silly dance.

Almanac News!

There will be a full post about this later, but new Almanac content has been added. Two (or three? I already forgot) more layout pages with real actual bestiary information on Bandits, Punks, Snakes, Undeads, and Warlords.

There's also a 40+ page document of work-in-progress Almanac writing that reads like the actual Almanac would read. If you really dig on the Almanac, check it out.

Join the Discord and talk about the game / yell at me

This is the best place to get dmans updates as well as bug fixes, advice, science, and discussion of the best Final Fantasy, which is 12.

https://discord.gg/0tYnHDpQ7v9rViPD

1.7.12 4K RES OMG also other stuff

1.7.12 is live and DUNGEONMANS SHOULD BE PLAYABLE AT 4K RESOLUTION.

FINALLY. HELP MY CAPS BUTTON IS STU ok ok phew.

What happens now is that the game resolution caps at 1920x1080, and will fill your monitor at that size. Meaning the UI should be readable, and there won't be a million miles of empty space in the backpack UI when you open it.

Dungeonmans Works on 4K Monitors Now

Did you scroll past that first paragraph? You should not.

Small Mouse Changes

Mouse behavior for movement has changed slightly. The biggest change is that no action executed adjacent to you will result in more than one move/step/action. Previously it was possible to click once and step more than one step, or attack and then move, both of which were unintended actions that have cost players many HP in damage when surrounded.

Note that moving the mouse away and holding it down will still make your hero run. However, even then, once your hero reaches the mouse, you'll stop moving. Before, you'd do a silly dance.

Almanac News!

There will be a full post about this later, but new Almanac content has been added. Two (or three? I already forgot) more layout pages with real actual bestiary information on Bandits, Punks, Snakes, Undeads, and Warlords.

There's also a 40+ page document of work-in-progress Almanac writing that reads like the actual Almanac would read. If you really dig on the Almanac, check it out.

Join the Discord and talk about the game / yell at me

This is the best place to get dmans updates as well as bug fixes, advice, science, and discussion of the best Final Fantasy, which is 12.

https://discord.gg/0tYnHDpQ7v9rViPD