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Dungeonmans News

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.

Adventure Maps! Patch 1.6

Adventure Maps


Adventure Maps are a new way to explore, adventure, and fill your bags with loot. Heroes of at least level 8 are likely to be set off on a series of events that will lead them to a trove of great and powerful secrets. Unravelling those secrets means exploring forgotten dungeons in the far corners of the land, places where enemy power roils and the standard rules don't always apply.

In terms of gameplay, Adventure Maps are new challenges that can be approached at the mid game but stay relevant even after you've reached max level. They are a dependable source for the various Enchantment scrolls heroes crave to power up their gear and refine their build. They also contain wild combinations of enemies, some of which would not normally show up in the locations they're spawning in.

Higher level Adventure Maps contain elemental enchantments, which offer up new and powerful loot, but also embue enemies with abilities they have no right to control. Be prepared for ridiculousness, such as Trigers calling down meteors of Starlight.

The Research Station at the Academy is where you can make use of the various special enchantment pieces and other items that drop during these adventures. Admittedly, the crafting options are a little threadbare, but the system will grow as players engage Adventure Maps and help determine what features would be the most interesting and fun down the road.

Take note: There are a couple of holes in this system, since it involved allowing nearly every monster in the game to scale up to an arbitrary level. You might see some weirdness -- a high level creature who attacks for hundreds on the regular the throws out a fireball that does 12 damage. I'll work on smoothing that out.

Leaderboards!


Five leaderboards have been added, these update automatically as you play.

Highest XP Normal/Ironmans
Farthest Adventure Map Clear Normal/Ironmans
Books Eaten

Note that these values apply to a single hero -- Highest XP means the highest experience ever accumulated by one of your heroes, not the sum total of all your Academy's deadmens.

I'll be upfront: players are going to cheat and give themselves high scores here. While I am taking steps to monitor and prevent this, I don't have the resources to build iron clad anti-cheat algorithims that dedicated cheaters will just destroy anyway. So while xXx=420~Seffirophths~420=xXx might take the global top spot with 9 trillion books eaten, you can still use the Friends feature of the leaderboards to see where you stand among your monster crushing comrades.

Lizardmans Pope


All Popes will drop one of three items in the Papal Lizardmans set, items that can roll with truly exceptional stats. The set consists of a hat, gloves, and a ring, meaning any armor build can wear them without losing access to their abilities. The items scale with the level of the defeated Pope -- Popes found at the bottom of high level Adventure Maps can drop some stunning gear.

Overworld Map Movement


It should be much harder to move through solid Mountains now. But nothing is impossible! In addition, you may find yourself in command of a power that makes mountains into trifling obstacles.

Fixes, Changes, Crap:


  • Numpad movement won't add letters to strings when you're trying to name something.
  • Some attacks that were delivering powers even when dodged or blocked have been fixed up. Take that, Warlord Harriers.
  • Melee Hit bonuses from Stremf and Skills adjusted up for Polearms and Wizard Staves
  • Bonuses to ranged damage from Skills and Foom have been increased. Note that these bonuses are less noticeable at low levels.
  • Fixed Teleportals having dumb spawn locations and all teleporting to the same area.
  • Erroneous +XP messages from no-xp monsters have been removed.
  • Using the Ranged Attack action with the mouse or keyboard will now launch a Bolt of Foom if you have a Wizard Staff equipped.
  • Creatures without names and inanimate objects shouldn't report death, resists, or status effects.
  • Ninja style enemies no longer cast Razor Fury all the time. Buuuut some of them have learned to throw Shurikens.
  • The Guilty curse now has a sound effect to go with the damage it deals to you on kill.
  • Fixed a bug with some particle effects breaking after the first time they played.
  • Monster armor and health has been scaled down at levels 16 and above.


One More Time:
Adventure Maps are a dependable source for the various Enchantment scrolls heroes crave to power up their gear and refine their build.