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Dungeonmans News

1.14.i Bug fixes/QoL

[p]Quick update![/p][p][/p]
  • [p]Auto explore should behave better with your pets and with enemies that are charmed to you. All you Lizardman Popes out there should see an improvement as well.[/p]
  • [p]Updates to auto explore in locations that aren't full of monsters.[/p]
  • [p]Tweaked input code. Some players were still getting weird behavior with the numpad/10-key and I'm trying to get it fixed. If that's you, and this update doesn't fix your problem, please let me know![/p]

1.14.h.5 Quick Update

A couple of issues fixed, hopefully!

Autoexplore walking into revealed teleport traps? It shouldn't happen anymore.

Weird save states happening to like 2 out of all of you involving Daily Danger? Also should be ok. But we shall see!

Improvements to autoexplore in new build!

Along with some minor bug fixes, I've tried to improve the autoexplore behavior.

In general: If you try to autoexplore and can't because there's a monster in line of sight, the game should helpfully point that monster out to you.

Specifically, exploration has improved in Towers, Fallen Castles, and Graveyards. Your hero will be much less interested in meaningless tiles outside of the main combat area.

BAD

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1.4h Quick Update

The game shouldn't crash when returning to the main menu from the death screen anymore.

Added a new UI for Salford's Sealant, because that could break the regular dialog boxes.