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Dungeonmans News

2 July 2021 Patch

  • Poultry Protection bug fixed, correct status effect now applied.
  • If a Mysterious Egg dropped for you, but you didn't turn it in -- or it broke or vanished or rolled off to some other game whatever -- another one will drop for you when you kill a boss or champion.
  • Eggs are no longer considered when melting down stuff at the blacksmith or auto-selling piles of loot.
  • If you press escape when the Feed Bird dialog is open you are no longer damned to crash.
  • The inventory remembers what tab was open when you last had it open. That only took seven years.
  • Using your Battlebird Whistle to summon a pet will display the pet's name in the log.
  • Fix for occasional crash when trying to seal away a bird's power.
  • Fix for Shield Rush crash, sorry about that one!

1 July 2021 Patch

  • Breeding works again, sorry about that.
  • You can no longer target your pet with ranged attacks.
  • When you go through a portal, your bird joins you.
  • Stick and Move once again Sticks as well as Moves.
  • Fix for rare soft lock when a bird is directly on top of a monster and uses a Bolt of Foom.

Content update: Hatch and Slash

This is where all the patch notes are supposed to go but I'm kinda waiting for the Summer Sale to be over before putting up a big announcement, otherwise who's gonna read it?

But yeah, Hatch and Slash. Once you reach level 5 and crush enough bosses you'll find a Mysterious Egg that'll get the ball rolling. You'll have the option of being followed around by a brave Battle Poultry who helps you crush monsters and get loots. They'll even pick up coins.

Monsters sometimes drop steaks made of themselves, feed those steaks to the bird and the bird grows accordingly. Steaks change different values (it's in the item card, I promise) and sometimes teach your pet a power that they use on their own. The banner one is pretty good.

I also nerfed one of the Dread Spire bosses, buffed Trigers, and made Real Armor a little tougher. Again, real patch notes later.

Come to discord and say hi

Ironmans Mode Changes

Ironmans Mode now requires you to have advanced a hero to level 10 in Heroic Adventure Mode.

If you currently have no heroes of 10 or higher, then the mode is locked for you, even if you've already gotten a hero to level 10 many times. That is an inconvenience, and I apologize. But it shouldn't take you long to get another hero to level 10, right?

The Academy Battlemaster will now let you clear out all the stored proofs of stremf for your current hero.

If you want to start a hero and use none of the points from previous heroes for that run, now you can do so. This will not affect your future characters, they can spend proofs as they like.

Why?
I'm really tired of having people think that Ironmans Mode is the "real" roguelike and the actual game is some roguelite fluff. Ironmans mode is a smaller and less interesting experience, people who jump into it first are missing so much of what Dungeonmans is and they are more likely to be disappointed and refund the game.

Heroic mode is a mighty challenge as is. Sure if you're a deep RL veteran you're gonna have an edge, but the v a s t majority of players find the game to be a real meaty adventure. First time players should go nowhere near Ironmans mode, not because it's harder (it isn't) but because they miss out on the Academy and the cool gameplay that comes with it.

That's right, Ironmans mode is not harder. If you start a character in a brand new Academy and start a character in a brand new Ironmans world, the Ironmans player has a loot advantage -- they can use shovels right away, instead of artifacts that are preserved for future runs.

ːstremfː Players who say they want fresh starts and no carry over progression, I'm here for you ːstremfː
When you start a new character in the Academy, do the following:
* Don't go looking for any optional teachers / faculty to get their bonuses.
* Tell the Battlemaster to wipe out previous proofs of stremf. She will oblige.

1.91b patch

Dungeonmans 1.91b

Lots of crash fixes, some major ones:
* The bosses in Caverns shouldn't crash you.
* Rare Echo crashes should stop.
* Bumping your toe against the Cartography table should no longer sometimes crash you.

Dungeonmans Armory Fixes
Renown Weapons and the Vault: That was bugged before, and should be better now. Weapons placed into the Wargear Vault from here out should no longer risk losing their Renown status. Current weapons in the vault may still be bugged however.

The Amaranthine Hammer: Recipes should no longer require this hammer. If they do, let me know. Recipes that did require the hammer now require Bitey instead.

Better Blueprints: Blueprints found at threat levels 18+ are guaranteed 5 star, with a whole pile of enchants. They will break the UI for the blacksmith, that's how you know the depth of their stremf.

No more "1H Axe, Sword, or Hammer Hammer"

Banners should behave better when you load them from disk, either by restoring your game or revisiting a level that had one.

A bug involving Renown Journals causing future enchants to get stuck has been fixed.

21:9 fullscreen support is in.

Psychofoci should properly display all the enchants on them.

Renown Weapons and Psychomansers: Apologies to the weapon TKing wild mad monks out there, but you still cannot Renown your fists or Psychofocus. I do realize that this locks the Psychomansers out of one progression path, and I'm thinking of ways to get around that. Adjusting fists and foci to be Renownable would require some surgery I don't have the ability to commit to right now.

What else did I fix, uh, dang, I should have kept better notes. Lots of little bits and things -- come by the Discord and figure it out with me. discord.gg/stremf.