Temple of The Roguelike Forums

Announcements => Traditional Roguelikes (Turn Based) => Topic started by: getter77 on June 22, 2013, 01:37:58 PM

Title: Dungeonmans: Nicely Kickstarted (now at alpha 1.08b)
Post by: getter77 on June 22, 2013, 01:37:58 PM
http://www.dungeonmans.com/
http://steamcommunity.com/sharedfiles/filedetails/?id=114781779

Quote
This a pre-alpha preview of a game in active development! There will be bugs, missing assets, and incomplete features! But there will also be plenty of monsters to crush and loot to be scooped up by the handful.

Back from the grave proper in full majestic XNA fury!   8)   Also a nice heap of dev articles in the run up to this articulating ways at which things have changed and moved forward from the old Alpha 4 of ages past.

Title: Re: Dungeonmans is back! (now at june preview 104)
Post by: ekolis on June 23, 2013, 01:21:36 AM
Whenever I think of this game I get it confused with "Thy Dungeonmans", the series of text adventures from homestarrunner...
Title: Re: Dungeonmans is back! (now at june preview 104)
Post by: guest509 on June 24, 2013, 01:27:31 AM
It's back!!!

Getter you must be turbo pumped man.
Title: Re: Dungeonmans is back! (now at june preview 104)
Post by: getter77 on June 24, 2013, 11:51:27 AM
It is always a good thing to see what was once a promising project return and primed to meet or exceed that original potential.   8)

Now, among many others, if only Temple of Vengeance would manage the same....   :'(
Title: Re: Dungeonmans is back! (now at june preview 104)
Post by: jim on June 24, 2013, 05:30:43 PM
All I remember from this game is that the "Strength" stat was spelled "Stremf," which was enough for the Jim seal of approval. Excited to check it out again!

EDIT: I've played this for about half an hour and it's fantastic. It's the sort of game that Dungeons of Dredmore should have been - witty, challenging, absurd, hilarious.

EDIT EDIT: Played for much longer. It suffers from TOME4 syndrome - big open world with no sense of urgency. But the game is fun, has character, and is chock full of potential. Looking forward to its continued development.
Title: Re: Dungeonmans is back! (now at june preview 104a)
Post by: getter77 on June 25, 2013, 07:14:05 PM
v1.04a

Quote
Crash / Bug Fixes:
* Certain monsters that could crash the game on death won’t anymore.
* Rultaram is employing more equitable boot-bartering practices.
* Crashes from dashing out of the map are fixed.
* Certain scroll buffs that transitioned from inside the dungeon to out won’t cause crashes.
* Fixed occasional crash with bartenders selling dungeon tips.
* Coarse curse crashes corrected. Also “but you don’t want to remove your” messages are correct.

Combat
* Block and Parry have been changed to be less effective against on-level creatures, but more effective against higher level creatures.

Academy Development
* Benefits of upgrading the Academy are explained more fully when the upgrade transpires.
* In addition to supporting future graduates, your current Dungeonmans will receive a reward for upgrading the Academy. The Academy Warchest, near the Headmaster, will have these reward items deposited therein once earned.

Character Creation
* The perks have been changed. Some removed, some rebalanced. The goal is to make the perks more interesting, rather than just a bunch of fiddly changes to stats. Check them out!

Other
* When pressing R to Rest Until Healed, you can press R again to confirm.
* Wandering monsters spawn farther away, and won’t spawn in the room you’re in, even if part of the room is dark or out of sight.
* Made gateways to dungeons and ruins in the overworld more prominent visually.
* Clearer indications of results from Identify and Bolster Armor/Weapon
* Rhombus of Rime now correctly deals frost damage instead of untyped. Gelatinous Cubes look out!

..and then v1.04c!

Quote
Crash / Bug Fixes:
* Bolster Weapon/Armor scrolls behave properly again.
* Eat Curse will again eat all curses, even the ones that aren’t as delicious.
* Using F to target creatures shouldn’t result on you targeting yourself in the face, right in the face.

Experience and Leveling
* Monsters of level 3 and higher are worth slightly more XP.
* XP Penalty for monsters of lower level than the hero has been reduced.

Other
* There are three tiers of Bolster Armor scrolls (Bolster, Fortify, Enstremfinize) with increasing levels of bonus power.
* PROTIPS section added during class selection. Did you know you can press F to fire your ranged weapon?
* Unlockable and Coming Soon classes on display during class selection.
Title: Re: Dungeonmans is back! (now at june preview 1.05 Proof of Stremf)
Post by: getter77 on June 28, 2013, 05:21:21 PM
v1.05

Quote
* More enemy Champions prowl the depths than ever before, and defeating one will provide you with a Proof of Stremf, a trophy that should be redeemed with the Headmaster at the Academy. These trophies will allow the Academy Battlemaster to grant you bonus stat points, as well as build up a permanent bank of points for future graduates to spend! Visit him over in the training pit to learn more!

* Better weapons and armor drop sooner: it’s been a travesty to see all these Level 5 and 6 Dungeonmens dying in gear they picked up in the Scrobold Warrens.

* You can now sell all your non-magical, non-equipped arms and armor in bulk to vendors. Just select the option when talking to them.

* Returning Alchemy and Library items to the Headmaster can result in immediate rewards as well as benefits for future graduates. Remember
to check the Academy Warchest!
Title: Re: Dungeonmans is back! (now at june preview 1.05 Proof of Stremf)
Post by: ekolis on June 29, 2013, 03:55:30 AM
So I see this is on Steam Greenlight. Is it going to become a commercial game once it's out of beta? Don't really want to get myself hooked on a game that I won't be able to continue playing - I'm kinda broke at the moment! :(
Title: Re: Dungeonmans is back! (now at june preview 1.05 Proof of Stremf)
Post by: getter77 on June 29, 2013, 11:58:42 AM
I can't recall the exact notion on that front being planned, or whether it has been even exactly mentioned.  Still, Greenlight is just one way about it---ToME 4 is also on Greenlight, and has a friendly link on the Dungeonmans homepage outright, so perhaps as with ToME 4 there'll be a means for everybody to be content with it whenever that time comes.  I know that broke feeling....my purchasing backlog stretches quite far now indeed....
Title: Re: Dungeonmans is back! (now at june preview 1.05b Proof of Stremf)
Post by: getter77 on June 30, 2013, 06:44:13 PM
v1.05b

Quote
* Fixes for skills causing crashes for some players outside of the USA.

* Fix for crashes caused in some very high level areas, preventing entrance to dungeons.

* Block has been capped at 50% effectiveness. Block scores over 50% will still be calculated for the purposes of enemies with some amount of Defeat Block.

* Heavy Armor armor value ever so slightly reduced.

* Hero Cloud cost raised to scale with level. Decoymans initial cost lowered but also scales with level.

* The Venomizer attack used by Orc Archers has been nerfed a touch.

* Certain monsters whose attacks were broken and dealing 0 damage have been fixed.

* Crypts have been rebalanced and now have content above level 5. Higher level crypts may prove exceedingly dangerous!
Title: Re: Dungeonmans is back! (now at june preview 1.05b Proof of Stremf)
Post by: Legend on July 02, 2013, 04:19:23 AM
Looks cool.

Unfortunately, I can;'t seem to get it to start. It crashes when I try to start it and I get the vague microsoft error pop up that doesn't give any details.  I have xna 4 and already tried reinstalling it and rebooting the computer, but it doesn't work unfortunately.

Using laptop with win xp sp3.
Title: Re: Dungeonmans is back! (now at june preview 1.05b Proof of Stremf)
Post by: XLambda on July 02, 2013, 06:23:43 AM
Looks cool.

Unfortunately, I can;'t seem to get it to start. It crashes when I try to start it and I get the vague microsoft error pop up that doesn't give any details.  I have xna 4 and already tried reinstalling it and rebooting the computer, but it doesn't work unfortunately.

Using laptop with win xp sp3.

Yup, same here on my win7 laptop.
Title: Re: Dungeonmans is back! (now at june preview 1.05b Proof of Stremf)
Post by: dungeonmans on July 02, 2013, 01:43:19 PM
Hi!

Sorry about these crashes. To have it just fail on startup has become exceedingly rare, though. I've been having difficulty with making sure the game works properly on international systems, this has certainly been a learning experience for me.

If you want to help me out, could you send in a screenshot of the vague microsoft error? Dungeonmans has an error reporter built in but if that's not working either then that's a bigger problem.

I'll be here if you want to reply, or you can send things right to jim@dungeonmans.com.

I'm sorry the game's letting you down, I hope I can make it right!
Title: Re: Dungeonmans is back! (now at june preview 1.05 Proof of Stremf)
Post by: dungeonmans on July 02, 2013, 01:45:55 PM
So I see this is on Steam Greenlight. Is it going to become a commercial game once it's out of beta? Don't really want to get myself hooked on a game that I won't be able to continue playing - I'm kinda broke at the moment! :(

Hey Ekolis, yes in the long run the goal is for Dungeonmans to be a commercial product. However, the build right now on the site and indie DB is the Summer Preview, which will be updated over the next month or so based on feedback from plays, and even though it won't be updated past the summer, that version will always be free.
Title: Re: Dungeonmans is back! (now at june preview 1.05b Proof of Stremf)
Post by: Legend on July 02, 2013, 02:52:37 PM
As I said, pretty vague. Not sure it will actually be any help, but here it is:


(http://i597.photobucket.com/albums/tt51/Brewtal_Legend/dungeonmancrash.png) (http://s597.photobucket.com/user/Brewtal_Legend/media/dungeonmancrash.png.html)
Title: Re: Dungeonmans is back! (now at june preview 1.05b Proof of Stremf)
Post by: dungeonmans on July 02, 2013, 06:18:38 PM
As I said, pretty vague. Not sure it will actually be any help, but here it is:

Welp. Alright, let's see. I've had crashes from games played outside of the US where dmans couldn't handle countries that use , instead of . for decimals. That's been crushed since 1.04c though.

It appears to not even get as far as saving a settings file, so that's one hint. I better get looking!

Thank you for posting this!
Title: Re: Dungeonmans is back, Kickstarting! (now at june preview 1.05b Proof of Stremf)
Post by: getter77 on July 03, 2013, 06:47:11 PM
http://www.kickstarter.com/projects/56637190/dungeonmans-the-heroic-adventure-roguelike

$35,000 target---clearly looking promising and strikes me as an attainable initial funding target:

Quote
When this funding campaign succeeds, here are just some of the things you'll see in the final product:

    -More secrets, more challenge! Unlock hidden classes, solve the riddles of double secret endings, and face the titanic challenge of a monster-choked postgame that demands top tier play.
    -Larger, more diverse environments! Stalk through murky swampland and dig for ruins in trackless deserts, each with unique hazards and dungeon types.
    -More playable races! Stand tall with the courageous Bravians or use the guile of the cunning Salamens. New races provide unique configurations of abilities, style, and gear. It's tough to wear rings when you don't have any fingers!
    -Explore the wilds and tame the wilderness! Clear out nests of snarling beasts and put villains to the sword, making the way to settle new towns and expand civilization. This growth compliments the Academy, allowing your heroes faster travel and a stronger support network.


I encourage you to play Dungeonmans and see for yourself what adventure awaits on the horizon. Check out the benefits of backing with the Pioneer's Guild and getting first access to future development builds, and see how your input and feedback help make Dungeonmans a better game.


Quote
There's nearly unlimited potential for adventure in Dungeonmans, and while I'd love to see each and every one of these expanded concepts in the final game, reaching higher levels of funding will make that task much easier.

    $45,000: A mystery class! In addition to the six different classes already in the game, a seventh challenger will show up to bring unique Masteries to the adventure. As with all other classes, you can pick and choose masteries as you please to create the perfect graduate and send him off to die in a dungeon.
    $50,000: Expand the Frontier: As the Academy grows and Dungeonmens push out into the wild, you'll be able to create entirely new settlements and guide the way they grow. Even though your heroes may perish, their legacy will live on as towns thrive and prosper thanks to your hard work.
    $65,000: Expanded Deluxe Soundtrack: If we reach this level, zircon will record additional music for the game in addition to upgrading the physical copies of the soundtrack to Deluxe editions with the complete score, out takes, and unique arrangements.
    $75,000: Linux and Mac versions. Dungeonmans is built with XNA, and while there are excellent alternatives out there, taking Dungeonmans to Linux and Mac requires non-trivial time and resources, especially for a single developer. At this level, I'll have the ability to make it happen.
    $90,000: Academy Evolution: Take control of Academy development in entirely new ways! Place classrooms and other buildings in specific locations, taking advantage of bonuses generated by positioning. Lay out roads, plant trees, and build other niceties to create the look and feel that suits you best.
    $100,000: The Airship! Take control of a fully functional flying machine to explore all parts of the world as well as face entirely new encounters. Ship to ship combat, with cannons and boarding action, as well as mysterious Sky Castles which contain wonders and dangers far beyond the terrestrial.
Title: Re: Dungeonmans is back! (now at june preview 1.05b Proof of Stremf)
Post by: Legend on July 04, 2013, 04:53:19 AM
As I said, pretty vague. Not sure it will actually be any help, but here it is:

Welp. Alright, let's see. I've had crashes from games played outside of the US where dmans couldn't handle countries that use , instead of . for decimals. That's been crushed since 1.04c though.

It appears to not even get as far as saving a settings file, so that's one hint. I better get looking!

Thank you for posting this!

Yeah. What happens exactly is that I will double click on the exe, it will take around 10-30 seconds, and then that error message pops up. The game application does not even begin to open.

Also, I'm in California, USA.  Never imagined US vs. EU would actually be an issue for pc programs. Interesting.
Title: Re: Dungeonmans is back, Kickstarting! (now at june preview 1.05b Proof of Stremf)
Post by: guest509 on July 05, 2013, 06:20:27 AM
Man. If I had ton of money I'd bump the hell out this kickstarter.

As it is I'm in for about $20. :-(

EDIT: Holy shit dude. For $100 I get a deck of cards? CARDS!!! I'm the guy who made a roguelike card game and then released a full color updated second edition. I. LOVE. ME. SOME. CARDS. I get paid tomorrow...decisions...
Title: Re: Dungeonmans is back, Kickstarting! (now at june preview 1.05b Proof of Stremf)
Post by: dungeonmans on July 05, 2013, 07:30:05 PM
EDIT: Holy shit dude. For $100 I get a deck of cards? CARDS!!! I'm the guy who made a roguelike card game and then released a full color updated second edition. I. LOVE. ME. SOME. CARDS. I get paid tomorrow...decisions...

Jo do you have that online somewhere? I'll link to it in an update this month! Even if you don't back at the cards level :) But yeah that's seriously cool, I'd like to give it a try.
Title: Re: Dungeonmans is back, Kickstarting! (now at june preview 1.06)
Post by: getter77 on July 09, 2013, 09:30:21 PM
v1.06

Quote
* Crashes related to save game reading and audio loading should be fixed. Save games are now stored in your User/AppData/Roaming folder
* Crashes involving the Necromanser have been fixed.
* The Dread Spire will no longer teleport you shamefully back to the Convenient Scrobold Warren.

New Options!

* You can lock the camera on Dungeonmans from the options menu.
* You can also toggle the display of small Health Bars over the monster’s heads.
* Holding SHIFT will allow you to move diagonally with the arrow keys. Small icons appear in game to help you remember which key moves you where.

Trivial Dungeons

* Attempting to enter a dungeon that is Trivial will provoke a warning, giving you a chance to change your mind. Trivial dungeons have no loot and no experience, don’t go in them!

New Monsters and Behaviors

* The Razor-Jawed Jibbasnap, Winged Windsnake, and Crimson Bloodslime have joined the fight!
* Enemy casters have new tricks to get you out of safety and keep their allies up in your grill.
* Beware of monsters who will alert their allies about your broke, OP Rangermans arrows.

Balance

* Increased monster health and damage from level 6 onward.
* Added a new curse!
* Added new weapon modifiers to Tier 2 and 3 weapons. Better versions of the elemental effects, as well as some entirely new effects.
Title: Re: Dungeonmans is back, Kickstarting! (now at june preview 1.06)
Post by: Legend on July 09, 2013, 11:27:58 PM
Tried giving the new version a go. Unfortunately still not working.
Title: Re: Dungeonmans is back, Kickstarting! (now at june preview 1.06)
Post by: dungeonmans on July 11, 2013, 09:01:07 PM
Hey Legend,

By any chance are you running Vista?

also

Never imagined US vs. EU would actually be an issue for pc programs. Interesting.

Part of it was countries that use commas to parse decimals.  Like 3.14 vs 3,14. Running on a machine in those countries, they get confused about 3.14 and there has to be specific code to basically say "hey just treat this . like a , ok?"
Title: Re: Dungeonmans is back, Kickstarting! (now at june preview 1.06)
Post by: Legend on July 11, 2013, 10:53:37 PM
No. Not running Vista. Using a laptop with Windows xp professional service pack 3.

Hey Legend,

By any chance are you running Vista?

also

Never imagined US vs. EU would actually be an issue for pc programs. Interesting.

Part of it was countries that use commas to parse decimals.  Like 3.14 vs 3,14. Running on a machine in those countries, they get confused about 3.14 and there has to be specific code to basically say "hey just treat this . like a , ok?"
Title: Re: Dungeonmans is back, Kickstarting! (now at june preview 1.06)
Post by: guest509 on July 12, 2013, 05:00:12 AM
"Get Bill Gates in here!"

BOOM!
Title: Re: Dungeonmans is back, Kickstarting! (now at june preview 1.06)
Post by: spelk on July 22, 2013, 01:13:52 PM
No. Not running Vista. Using a laptop with Windows xp professional service pack 3.

I've seen a similar crashing issue with Windows XP Pro SP3 also. Is XNA 4.0 totally compatible with XP?

Haven't had a problem with the latest preview on Win7 though.
Title: Re: Dungeonmans is back, Kickstarting! (now at june preview 1.07)
Post by: getter77 on July 24, 2013, 02:27:53 AM
v1.07

Quote
* New Dungeon Layouts!

Explore improved and expanded dungeons, with more opportunities for movement and tactical combat.
Discover secret doors and hidden rooms in unexpected places. Treasure, danger, challenge, and strangeness all await.
Be wary of teleport traps that will wisk you off to locations unknown. Don’t want to land in the center of one of those bee rooms!

* Increased Challenge

Player magic damage has been toned down, and some monsters made stronger. Except that one guy, you know who.
The Dread Spire contains greater challenge than any other location in the game.
A new tier of Champion exists! Should you find and defeat one of these Ancient Kings you will be well rewarded.

* Hidden Legendary Weapons

Unravel the secrets of ancient war and call forth history’s weapons to the battle of today.

* Ease of Travel

The Cartography mastery allows you to avoid ambushes entirely as well as instantly teleport back to the Academy from the overworld.
No more enemy encounters in Trivial areas!
Skills and Masteries:

Field Work masteries are all working properly and deliver the desired effect.
Cartography changed, removed Surveying and added Pathfinding, which allows you to teleport to the Academy from anywhere in the overworld.
Coldnado and Foomsplosion casting costs increased, Coldnado’s damage output reduced.

Character Stats:

Removed Bombast and cleared up explanation of what the four stats do.
Science is more effective and makes a notable difference, especially when it comes to healing potions.

Ranged Combat:

Ranged attacks are now limited to six tiles away. With the camera locked on the hero, this ensures all your ranged combat will happen on screen.
Equipping a shield prevents you from firing a bow.

Trivial Dungeons:

A new level of difficulty, Mundane, has been added where Trivial used to be. Trivial is now one step lower. This means you’ll be able to adventure longer in earlier areas without losing out on XP and Loot. When you are in a Mundane area, be aware it will likely become Trivial when you level up.
Title: Re: Dungeonmans is back, Kickstarting! (now at june preview 1.07)
Post by: spelk on July 24, 2013, 06:44:10 AM
Theres a 1.07b version release, because the 1.07 version seemed to do something to the difficulty levels early on! Gulp!

http://www.kickstarter.com/projects/56637190/dungeonmans-the-heroic-adventure-roguelike/posts/547943
Title: Re: Dungeonmans is back, Kickstarting! (now at june preview 1.07)
Post by: guest509 on July 24, 2013, 08:36:31 AM
http://www.sendspace.com/file/9b2oej

That's a link to Cardlike 2.0, Quest for the Goat Horn. It's a sequel to Cardlike - The Roguelike Cardgame. It has updated graphics and gameplay from the original...here is the original complete with numerous typos and hard to understand rules! Also .doc files are huge compared to .pdf.

http://www.sendspace.com/file/2zree6



Title: Re: Dungeonmans is back, Kickstarting! (now at june preview 1.07c)
Post by: getter77 on July 29, 2013, 12:44:29 PM
v1.07c

Quote
* Fixed health bar bug which made enemies look like they lost health on first hit.
* Fixed bogus mana/stamina vamp messages.
* Reduced Coldnado and Cinderfist damage, they use a smaller percent of spellpower.
* Fixed health values for Dread Foom and Mazzik the Grieving.
* Surprise Teleportals shouldn't be created in, or send you to, special rooms.
* Reduced the damage on enemy Shattering Shot.
* Added random offsets to enemy power cooldowns on spawn,
  should reduce the firing squad feeling of four archers showing up and using the exact same power on turn 1.

Compatible with the last release in terms of saves and whatnot.
Title: Re: Dungeonmans is back, Kickstarting! (now at june preview 1.07c)
Post by: guest509 on July 31, 2013, 03:29:27 AM
Hey people! Dungeonmans' is finishing up its kickstarter.

I tossed in a bit, it's still a kinda short. Get on it people!
Title: Re: Dungeonmans is Kickstarting! Final 48~ hours! (now at alpha 1.07c)
Post by: guest509 on August 01, 2013, 04:01:44 AM
It's about to get funded! Click over there now and witness the glory!


EDIT: FUNDED!!!!!!!!!!!!!!!!!!!!!!!!  MAUAHAHAHAHAH!!!!!!!!!!!!

EDIT2: Time to PM Getter!

EDIT3: I started a Bay12 thread where I called Dungeonmans "a pretty straight Roguelike turned up to 11."
Title: Re: Dungeonmans is Kickstarting! Final 48~ hours! (now at alpha 1.07c)
Post by: guest509 on August 01, 2013, 08:53:33 AM
This is me, on Bay12:

"Okay brothermans. Lemme sell it to you.

//Put the kiddies to bed, because we are about to indulge in some adultmans conversation.

First of all, let us talk mans to mans about some mother fucking persistence. Most roguelikes kill, they kill you dead, like dwarf fortress they kill you deader than shit and expect you to be a mans about it. Are you a mans? Do you like dying? Of course you do. Slash cry somewhere else panziemans.

Sometimes a mans likes to own monster fucking faces. That's a fucking dungeonmans. Jump kick the holy fucking shit out of baddies and do a 2 foot stop land and be all, "I'm the mans...what? Fuck you!"

That's dungeonmans.

And sometimes a real mans will find some shit he can't use, and instead becoming a bitchymans he just takes that shit and saves it, so later he can use that shit. Still, a real mans loses his shit if he dies, like a mans does. This shit ain't patty cake, this is real shit.

And that's dugeonmans. Recognize."
Title: Re: Dungeonmans Kickstarted and Stretching! Final hours (now at alpha 1.07c)
Post by: getter77 on August 01, 2013, 11:47:07 AM
Good times indeed---now we shall see how it may very well stretch here in this...well...final stretch.
Title: Re: Dungeonmans: Nicely Kickstarted (now at alpha 1.07c)
Post by: getter77 on August 03, 2013, 02:05:21 AM
Campaign has ended but ongoing pre-order/alpha/beta/etc buy-in doings can still be had via Paypal and such once the dust settles a bit---VERY close to making the first stretch goal!   8)   More info as it happens, Jim discovers proper sleep again, etc.
Title: Re: Dungeonmans: Nicely Kickstarted (now at alpha 1.07c)
Post by: spelk on August 03, 2013, 05:33:49 PM
Really pleased this has been fundedmans.
Title: Re: Dungeonmans: Nicely Kickstarted (now at alpha 1.07c)
Post by: guest509 on August 04, 2013, 02:17:55 AM
Agreemans
Title: Re: Dungeonmans: Nicely Kickstarted (now at alpha 1.08)
Post by: getter77 on August 08, 2013, 08:50:42 PM
v1.08

Quote
This is the final main build of the Dungeonmans Summer Preview. If there’s some critical bug left in the game, I’ll update to 1.08a, but otherwise it’s time to move back into full development mode. Thank you for your support during the Kickstarter!

New Enemies:

* The Paingolin, a fast charging, hero-tossing enemy that can force you into the thick of the fight.
* Pouncebiters, enemies who jump in from far away, take a big mean bit, then jump out to keep themselves safe. More fun in groups!
* The Bandit King and Brigand Cryoduchess, high level versions of your old Bandit favorites.
* All Dread Spire enemies are now much tougherer!

The Blinged Reaper

* Be on the lookout for a golden statue of gambling doom! Bring heavy pockets and try your luck…

More Ancient Kings!

* A new method of encountering Ancient Kings is available. What are you doing to do with all those Radiant Starshards?

Enemy Camps in the Wild

* Deep in dangerous forests you may find hiding places of the enemy. Bandits, Brigands and Orcs roost in the wild, plotting to bring ruin to civilized lands.

Gameplay Changes

* Head Collector has been replaced with Storm Driver, a 2H weapon attack that gives you a short leap before swirling the weapon around 360 degrees.
* Brigand Sharpshooters and Deadeyes spawn less frequently. Enemy version of Shellbreaker Shot reduces armor by 60% instead of 90%
* Coldnado duration reduced, and is now based on Science score.
* Vanish casting cost increased, and duration reduced to 4 rounds.
* Decoymans health increased and adjusted for player Science.

Bug Fixes: So many! Here’s some of them.

* Rangermens will start with Stick and Move ready to go.
* You’ll no longer waste actions with movement powers (Quick Dash, Blink Scrolls) by targeting invalid locations.
* Charging / Pushing attacks will break down doors and barrels.
* Pools will no longer give you points in Bombast.
* Secret doors will only appear in locations that lead to secret rooms.
* Hidden teleportals will no longer send you to empty darkness (as cool as that was) or to special rooms.
* High level enemies no longer snowball into 300+ DPR death incinerators if you’ve been playing for a long period of time in one session.
Title: Re: Dungeonmans: Nicely Kickstarted (now at alpha 1.08)
Post by: getter77 on August 10, 2013, 02:12:18 PM
Build updated with some hotfixes.
Title: Re: Dungeonmans: Nicely Kickstarted (now at alpha 1.08)
Post by: guest509 on August 12, 2013, 09:09:20 AM
Hey Getter can we have a paragraph or two about how happy you are this got funded? I know you introduced me to this back when I first go back into roguelikes, I really dug the art style and overall awesomemans attitude....
Title: Re: Dungeonmans: Nicely Kickstarted (now at alpha 1.08)
Post by: getter77 on August 12, 2013, 12:05:38 PM
I guess I could say that, on my end, this getting funded was pretty well among the top things that I've seen happen in the course of this year.   :)  To see a promising project successfully resurrect, when having seen so many slip into the abyss, it bolsters the entire lot of it and hits like a merry jolt.  Now it has a legion community of backers whom a good many will be testing and helping to guide it to completion---good things indeed.

Pretty much everything I said on the Roguelike Radio podcast episode on it, with +Elation applied liberally.
Title: Re: Dungeonmans: Nicely Kickstarted (now at alpha 1.08b)
Post by: getter77 on August 12, 2013, 08:20:33 PM
v1.08b

Quote
This is the final main build of the Dungeonmans Summer Preview. If there’s some critical bug left in the game, I’ll update to 1.08c, but otherwise it’s time to move back into full development mode. Thank you for your support during the Kickstarter!

Bug fixes from 1.08:

* Fixed Streamscryer’s Circlehoops constant enchant creep, which could corrupt saves.
* Added an un-stuck feature that should fire if you are trapped in a wall or blown out of the level.
* Fixed crash where High Guard, Wheel of Pain, and Hero/Villain Cloud combined could crash the game.
* Fixed possibility of crashing the game when trying to lock items in an empty inventory.
* Bandit Kings will no longer show up without textures while throwing Crimson Spittle everywhere.


Also now supporting Paypal directly for those still wanting to contribute/tinker about further with contributing---early tiers are straightforward, elaborate ones need working out even more directly with Jim but still:

http://www.dungeonmans.com/?page_id=362