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Dungeonmans News

Patch 1.10g7 Bird Stuff and QoL Improvements

[h2]Bird Stuff[/h2]

You can now release a bird into the wild, forever removing it from the Academy and your control. It may drop a Plumage of Power or two, giving you the chance to learn some of the powers it held, just like monster steaks. For those of you complaining you have too many birds, here's your fix.

[h2]New Monsters[/h2]

Three new Bee types: Cerulean Spellstinger, Indigo Princess, and the Amaranth Queen. Also three new High Sorcerors, a Foominologist, Dreadcrafter, and Starwarper. These guys are bad news and are more rare than the typical bandit/brigand. They have the power to briefly banish your bird companion to the Featherhells, but hell can't hold a true battle poultry for long and they'll come back, perhaps even stronger! Until then you're on your own.

[h2]UI Improvements and other QoL[/h2]

You can scroll the combat log now with Pgup / Pgdown. If you want to see the whole long at once, that's Ctrl-L.

The damage reflection from Bee Magisters has been brought down to 15% of your max health instead of 20%. Basically easy mode now.




19 November Bugfix Patch

Bugfixes, mostly UI weirdness here and there. It's been in the works over a few weeks and I didn't take good notes, my apologies. Here's some things:

P now shows the pet menu
If you want to talk to your bird with the mouse, it's shift-click.
Fixed some weirdness where running through allies could move you two spaces in one turn.
Pathfinding / The Way Home is a proper draggable power now, no more looking in that S menu.

I'm working on a couple of new Bees to throw into the game but they aren't ready for prime time yet.

Labor Day patch notes

Had some time over the weekend to touch up some things, including some long standing UI bugs.

* Identified consumables shouldn't appear in the "???" unidentified tab now.
* The input bug where question marks keep appearing should be fixed.
* A fair number of powers and effects that could not cause critical hits now can, this mostly applies to end game stuff but does include early powers like Power Drive.
* Door Spikes are fixed -- previously when they sealed a door they also reduced all incoming door damage to 1, even though the screen said otherwise. This is no longer the case.
* Lightspears still work. Had to double check that one.
* There were a couple of other fixes from work last weekend but they were in a notepad++ file and I lost them.

Lightspears were broken WTF

They work again. Honest.

I also tweaked monster AI a little so that if you get away from a ranged attacker they might just be willing to close in on you and make an attack. Previously you could fire from around a corner and they'd just sit there and take it, now they're a bit more aggressive.

27 August 2021 Patch Notes

I try to crush some bugs every Friday. I'm sure Dungeonmans is now finally bug free.

  • A couple of mid-range monsters had no-miss powers that could get you through ice blocks, those have been removed.
  • Fixes to Shieldbrother's enchant! No more crashing, the banner types are again different based on what you cast, and you no longer can sometimes get the defense buff without having a Shieldbrother/sister around. Man that power was broken AF.
  • Heroes who died and returned as ghost teachers should once again be in the graveyard.
  • Finally, maybe, probably, got rid of the bug where a loot sparkle will just hang out in the Dungeon when the loot that it was sparkling on has been collected.
  • All the retirement dialogs have confirmations now.
  • That bug where the red targeting line hangs out in space forever should be fixed.