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Dungeonmans News

Beta Updated, Full Release 31 July

The Vacation Beta has been updated with some new content, and will go from Beta to Live on Monday, 31 July. The branch password remains "loliminkalispell" though I actually returned from there weeks ago.

==> YOU CAN HELP
If you want to be a real pal, bang on the beta some this weekend, and drop your bugs/feedback/cat photos in the Dungeonfans Discord:
https://discord.gg/0tYnHDpQ7v9rViPD

Psychofocus

Heroes with at east one point in Psychomansy will receive a Psychofocus, a neck piece (!) that can be enchanted like any weapon, and adds its power to your fist attacks. The Psychofocus will grow in power as you add more points to Psychomansy, and will eventually grant stat increases while worn as well. You must have at least one empty hand to take advantage of these, if you have no Fists equipped the Psychofocus will lay dormant.

RIP Eager, 2014 - 2017

Eager, the gameplay breaking, game code crashing, best on every weapon forever enchant, has been retired. It will vanish off of any items currently equipped with it, and will no longer roll on random drops, scrolls, or hammers.

https://www.youtube.com/watch?v=r2-PJRYHx60

RIP Venomizer, 2014 - 2017

You were the trash Rangermans power we neither wanted nor deserved. Replaced with Pinomizer! Pinomizer will deal 2x bow damage and pin an enemy in place. The first time you use Pinomizer in a round, it will not cost any Action Points.

New Adventure Map Research

Research into the mysteries of the old Foomwardens continues! New items may be crafted at the Research Station:

Salford's Sealant: Select and remove a single enchantment from a piece of gear. That enchantment is then SEALED and will never appear on that item again.

Warden's Words of Fury: Fight long enough in the most dangerous Adventure Maps and you may discover a piece of Warden's Wisdom, lost knowledge that can unlock some of the most powerful rituals of war. Completing the Research Station recipe involved will net you to choose from a list of exceptionally powerful weapon enchants, each based on a particular type of weapon and suited to that weapon's gameplay.

Bugs Fixed And Cool Stuff
Drink the Typhoon has improved visual/audio effects.
Rings no longer show broken/wrong prefixes.
Character sheet mouseover for Defeat Block and Defeat Parry are now correct.
Skills and Foom stat description updated.
Holy shit the alt-tab texture bug might be gone finally.
Cut down on Banner Spam in the combat log.
Enchant item scrolls move equipped items to the top of the list.
Closing a Use Item on Equipment window without using the power should no longer fizzle away the source item.


1.7a4 Vacation Beta - For the Bold!

I'm going to be away from the office for five whole days, but wanted to put a build up anyway. It's in a secret beta folder. If you know how to activate Steam game betas, the code is:

loliminkalispell


If you do not know how, you must discover how, or this knowledge is hidden from you. Seek, research, barter with friends, or steal it from the minds of the weakwilled.

Changes


Verbose Mode for the combat log. Right now it should crunch multi-line combat damage number text into smaller format. Change this value in the Options menu, and see how it feels.

Performance Fixes for Forest areas and Fallen Castles. Both zones should run a little faster now, especially on area load, and the boss encounters in Fallen Castles should maybe run a little better. Maybe.

Scroll of Combat Blinking now no longer soaks up 100 extra AP, *and* you can use it under the shadow of your own no-teleport banner.

Pay2Lose and 1.7 Patch Notes

Pay2Lose DLC Now Available!


After suffering through three long years of free updates: monsters, items, classes, new areas, holiday festivity and adventure maps, you now have the opportunity to pay actual real money to make the game harder.

My research tells me that A True Roguelike Player hates the idea that they can pay for power, even in a single player game! Every triumph must be earned in blood, anything else is sacrilege. With that in mind, I present to you Pay2Lose.

Hundreds of tweakable options and ridiculous settings. Enjoy weapon and armor breakage while curled up in a ball of uncurable wounds, starving to death. Watch loot disappear before your eyes, or explode at your feet. Give every monster Nurphe Bat powers. Pay real money to do all these bad things and more while receiving no bonus or benefit of any kind. How can you resist?

http://store.steampowered.com/app/636410/Dungeonmans__Pay2Lose/

This is not the end of free updates


Pay2Lose costs you 5 Ameridollars (less if you buy it on sale!) but there are still plans for new content that you don't have to pay a dime for. That said, if you have 50 dimes to spare, that'll help the free content move along faster ːdmansː

1.7 Point Update Fixes


Multiple power-based crash fixes. A new system went into place to make sure that status effects could be countered correctly (Bloodglue Brew vs Bleeds for example) and that's great but it poked a couple holes in older powers.

Moving trap effects, like Sawblades, now do a better job of showing exactly where they're moving to next turn.

Fixes for some Adventure Map strangeness. There are still crashes in the Temple maps when monsters counts get huge and you run out of memory. I will be removing Temples from the rotation and adding in a similar experience that isn't as large.

Gold values will no longer underflow. There was a 10 hour period in which the build that was live was saving the gold values incorrectly -- if you got bit by that, and want to have your gold restored, talk to me.

Some P2L balance changes went in over the last week as well. Lots of fixes to the initial UI, including the ability to copy and paste Settings Codes. Weekly challenges are still randomized but shouldn't draw from the Probably Impossible column for the next few weeks at least.

1.6c Patch Notes

Research Desks and Maps

Research now has a chance to generate additional maps or enchant scrolls.

Once your Academy begins researching the Foomwardens, all bosses and Ancient Kings have a small chance of dropping an Adventure Map.

Final Foom Battle

If you save and quit, or crash, during the final conflict you will be forced to leave the arena and return. Upon returning to the Dread Spire, you should now be able to return to the final arena once you go where you need to go. No spoilers.

However those of you who right now are in this situation (from build 1.6b or earlier) will need to generate a new overworld, then go back and fight up to the Sanctum again. If you've unlocked the Sanctum portal, it will remain unlocked. This is a change from before.

This is confusing and weird, I apologize to the few of you stuck in this situation.

Bug Fixes

A handful of legendaries were breaking resource generation, that has been fixed.

Fixes for crashes involving:
  • Swamp map generation
  • Exiled chest placement
  • Nurphe Bat attacks ( you were lucky it crashed! )
  • Enemy Lava Lances
  • Certain Psychomanser powers in the overworld
  • Monsters dying in Towns or The Academy

1.6b Update

Banners

Banners now cost a flat 10% of your max stamina before Strain, and no longer tick down to disappear if you are within range of them.

Wizardmans

Bolt of Foom does slightly less damage and has a reduced range.
Decoymans health has been reduced, but now scales with the number of ranks in the Wizardmans mastery.

Crashes and Fixes

Power Tooltip shapes and sizes should no longer be such a hot mess.

Tower door locking issues should be fixed.

Crashes involving some Psychomancy and Grimdark Darkmans power have been fixed.

Crashes in the Tower Imperiled have been fixed.

All dangerous world effects have been removed from the top of the Tower Imperlied during the conversation.

Fix for Leaderboards crashing and low performance for irregular characters in Steam names.

Brigand Assassins and Shinobis can't throw ninja stars so gd far anymore.