Temple of The Roguelike Forums
Announcements => Traditional Roguelikes (Turn Based) => Topic started by: getter77 on April 14, 2014, 04:18:04 PM
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http://www.dungeonmans.com/
http://store.steampowered.com/app/288120/
$14.99
About This Game
Crush monsters and get loots in the classic turn-based style of deep dungeons and high adventure! Serious gameplay surrounded by a light-hearted atmosphere, designed to evoke the feel of history's great RPGs and dice-slinging adventures around the tabletop.
True roguelike adventure: turn-based, tough but fair, countless combat options.
More than 75 unique player abilities.
12 different styles of Dungeons and Battlefields with more on the way.
Six class archetypes to mix and match.
50+ enemies, including the fearsome Triger!
The Dungeonmans Academy, your home base that grows with each play.
A world-class soundtrack brimming with music straight from the era of RPG classics.
In an untamed wilderness, where civilization lives in the shadow of fearsome beasts and lawless villainy, the only light against the darkness are the courageous Dungeonmens! With cunning minds, mighty thews and iron wills, these great heroes and heroines are dedicated toward exploring the unknown, taming the wild, and crushing the fiercest of beasts.
Adventure begins at the Dungeonmans Academy, an ever-growing bastion of learning that expands and evolves based on the efforts of its graduates. As heroes return from their journeys burdened by giant piles of precious loot and ancient wisdom, the Academy grows and future graduates are able to take advantage of this knowledge, starting with a leg up on their quest to avenge the bold graduates who fell in previous battles.
The vast overworld teems with adventure! There are indeed dungeons deep and plentiful, but also dripping swamps, deathless crypts, huddled warrens, forest camps of bandits and highwaymen, ancient towers ruled by powerful despots, and even more terrible dangers waiting in the darkest shadows. A Dungeonmans rises to the challenge with a healthy mix of Skills and Masteries, fighting up close, at range, with steel and spell alike. Unfettered by "class restrictions", a Dungeonmans chooses the right tools for the battles ahead.
I’m happy to announce that the Dungeonmans Early Access program has begun! Buy in to Early Access at a new, lower price and get to playing instantly:
Jump into the Alpha 2.0 (Balpha!) build and see for yourself all the exciting changes that have gone in since the Summer Preview:
New Classes: Control the battlefield as a stalwart Bannermans or raise hell with the Southern Gentlemans’ frantic temper tantrums!
30+ New Skills: Both new classes bring three distinct masteries to mix and match, as well as an all new Armor mastery collection.
New Dungeon Styles: Explore twisting, dripping Swamp dungeons and raid fast-action Towers for their huge treasure vaults and Warlord bosses.
Expanded Academy Features: See WIP versions of the Academy Armory and Museum and help shape them with your feedback.
All New UI with full Mouse and Keyboard support: Like the mouse? Use the mouse! Hate mice? Go keyboard only, it still works.
Brand New Art: Every environment, monster and hero has been overhauled, with more new art on the way!
More Excellent Dungeonmans Music: Five brand new tracks and extended versions of music from the Summer Preview.
Get in early and help guide the course of Dungeonmans. Data from every adventure and your critical feedback help fine tune the combat, masteries, layouts, and every other aspect of this in-development adventure.
Rather clear that much progress has been made. 8)
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I have been a HUUUUUUGE fan of Dungeonmans and Jim. The game is excellent and he is an awesome dude.
I'm all in as soon as he gives us a Linux build.
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v2.01s
The latest version of Dungeonmans Early Access is now available! If you’ve already picked up an Early Access version, you can grab the latest version from your Humble library. If you haven’t joined us in Early Access, what are you waiting for!?
Bug Fixes and UI Improvements
Fixed bug where selecting “Sell all my unequipped gear” would cause all sorts of failures, including sale of your equipped gear and save corruption.
Not fixed: Rare hanging on shopkeeper interaction. If this happens to you, please let me know via jim@dungeonmans.com.
Power hotkeys and the quickslot bar are cleared on death. This fixes many situations where powers would fail to activate from bogus requirements.
Mouseover tooltips should now work on the quickslot bar.
Fixed rare crash caused by Hammer and Anvil power.
Dashing Charge no longer is blocked by adjacent enemies, and also deals additional Bleed damage on each strike.
Bandit Sparktossers and other enemies who use Villain Cloud now have less clones to attack through, and a longer cooldown between casts.
Trivial Dungeons and Monsters
In an effort to keep Dungeonmens adventuring onward, the rewards for fighting monsters weaker than you in less-dangerous areas are reduced. At the top of the screen you can see the approximate danger level of the area you are in. When you have notably outleveled the content in an area, it becomes Trivial– a mere annoyance for a champion like yourself. What does that mean?
A Monster is Trivial if all the following conditions are met:
The area you’re fighting in is marked as Trivial.
You are higher level than the monster.
The monster is not a Boss, Champion, Ancient King, or other specialty monster.
Trivial monsters give no XP or loot when killed, and often cause your hero to yawn in boredom.
If you are about to enter a dungeon from the overworld that is Trivial, you’ll receive a warning about that and the dungeon will only have one floor. Will this encourage exploration or cause lesser Dungeonmens to grind scrobolds and puppy molds for Proofs of Stremf?
Potions, Status Effects and Science
Many more status effects have been correctly tied to your Science score. Stat potions in particular gain a notable benefit from Science. If you need to really put the hurt on some monsters, a Potion of Stremf can make that happen. If you have a round or two to plan ahead (and of course you do, because you’re Careful, Cautious and On Guard) you can pre-game with a Potion of Science. Enjoy this madness before the nerfs come down.
Beware the Triger!
You are not prepared.
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Alpha v2.02
The latest version of Dungeonmans Early Access is now available! If you’ve already picked up an Early Access version, you can grab the latest version from your Humble library. If you haven’t joined us in Early Access, what are you waiting for!?
Alpha 2.02
Bug Fixes
Selling to the shop should no longer trick the game into thinking you’re wearing scrolls as pants when you load your save game.
Assigning powers to the power bar, via hotkeys, mouse, or both, should work correctly.
The Dungeon Bookkeeper hang has been fixed!
Invisble trees are now visibile.
Some cases of jankily positioned doors have been fixed.
Bookshelf sprites fixed.
Sound and other feedback added to scrolls of Eat Curse and Curse Gear.
New Features
The game will now draw pixel-perfect at resolutions above 1280×800. Just make that window as big as you like. Fullscreen mode isn’t implemented yet, and there are still some elements of the presentation that don’t draw pefectly. Shrinking the window to below 1280×800 will cause the game to scale down to fit inside the viewable area. One day I’m going to just add a drop down to select a resolution.
Consumables (potions and scrolls) can be slotted to the power bar. Drag them over with the mouse, or press shift+number to hotkey them, just like you would with powers.
Monsters will explode into little bloody bits and make sounds when killed.
General Gameplay
Any monster that sees a Dungeonmans head through a stairwell will be emboldened by the base cowardice on display and heal to full health.
Wandering Monsters won’t spawn in the entrance room of a dungeon, specifically not in sight of the stairway. Wandering Monsters also now spawn with more aggression and will sometimes hunt a resting player down.
Southern Gentlemans
Ire generation has been increased when players take hits that deal any damage, and reduced to zero for hits that deal no damage.
Rapier Wit now triggers on blocks as well as the guaranteed parry, meaning that it is again useful for 1H+Shield users.
Bannermans + Heavy Armor
The early Bannermans power set wasn’t working together well, primarily because the Stamina cost of the first Heavy Armor power was too (damn) high. Neither Battle Fervor nor Banner of the Tide Turned were bringing value for their cost. Both skills have had their effect increased and cost reduced. Battle Fervor might be too powerful now, I’ll keep an eye on it.
Stamina cost of all Banners reduced.
Regeneration granted by Banner of the Tide Turned has been increased.
Battle Fervor: Stamina cost reduced to ~20% of baseline Stamina, duration and regeneration increased.
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Now on Steam Early Access 8)
http://store.steampowered.com/app/288120/
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Early Access v1.0c
Another bugfix build, this should be the last one for a week or so. I've just been burning with shame over those hotbar crashes!
Bug Fixes
Multiple hotbar crash fixes.
Likely fix for Searing Ray crash.
Powers that use Cones to target will now properly spread to fill the volume in LOS of the caster.
New Items
These items were added to allow players at earlier levels to shore up some holes in their builds if they lacked escapes or AOE damage.
Added Scroll of Pin to Win, which will hold one monster in place for at least 2 rounds with the value increasing based on your science.
Added Scroll of Bees Please, which fires a cone of tiny damaging bees in a direction of your choosing.
Bug Fixes
Fix for hotbar crashes when the player closes the skill window before dragging the power or item to the bar.
Crash fix for Hammer and Anvil, along with some red warning messages to help identify when the bug is happening.
Fix for Triger's Fury causing a crash.
Fix for elemental resists showing up as inverse (i.e. -20 Fire Resist)
Fix for crash with window sizes > 2048. Still not drawing at full resolution though.
Changing floors in a Tower dungeon will no longer teleport you to the corner of the map, stuck forever and very sad.
Balance Changes
Reduced the Stamina cost of Hammer and Anvil
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Early Access v1.1
Lots of bug fixes, balance changes, big changes for the Necromanser, and some new monster tricks await you! Here are the patch notes.
As a reminder, This build will require you to begin a new Academy!
Crash Fixes
Dying while bleeding or poisoned.
Polearms attacking off the edge of the map.
Save Corruption Fixes
Attempted fix for crashing while writing out map or save data.
Fix for Academy and World corruption based on switching between save files.
Bug Fixes
Status effect particles should display on monsters once they enter LOS if they cast the effect while outside of LOS.
Particles should stick with the player on stair transition.
Banner effects no longer persist forever on stair transition.
Inventory no longer shuffles on first sale or purchase.
Polearm attacks now only extend two tiles, no sneaking in that third tile.
Wandering Monsters now continue to spawn after loading a save file.
Dungeons should no longer spawn inside of mountains.
You can no longer accidentally pass your turn while targeting a ranged attack or special power.
Proofs of Stremf no longer cap at 255.
Vault Storage works correctly.
Quick ID
Shift-click (or press shift-enter on) an unidentified item in your inventory to automatically spend a Scroll of Identification on it.
Keybinds
In your save folder (users/[you]/appdata/roaming/Dungeonmans) you’ll find keybinds.txt, with instructions on how to bind keys to do whatever you like. There is no ingame UI for this yet.
Monsters
Added the Brigand Tricksonometrix, a shifty villainess who uses deception and misdirection to support her criminal allies.
Reduced the regen value on the Triger’s Roar.
Champions
From level 4 and up, enemy Champions have an increased health pool.
Champions will, in nearly all cases, scale up to the level of the player if they are not there already.
Some monsters now have additional powers they receive if they are promoted to Champions, Bosses, or Ancient Kings. Eventually this will extend to all monsters, but not yet.
Champions will now only drop one Proof of Stremf regardless of level. Higher level Champions now have an increased chance to drop better loot.
General Perk / Power Balance
Mana now regenerates a fixed percentage per tick, and at a slower rate.
Mad Thirsty has been adjusted to allow for one extra potion per round. I should probably mention that in the power description.
Foomsplosion has a faster cast animation and will now hit each tile in a 3×3 area exactly one time. Tiles out of LOS will not be hit.
Drink the Typhoon fires half as many attacks as before. It will still hit creatures out of LOS, for now.
Bannermans
Banner of the Tide Turned now only restores resources on attacks, just like the tooltip says.
All other Banners save Septentrion Cross have had their durations increased to 20 rounds, and in some cases their ranges may have been increased.
Necromanser
Manabones has been changed to give you a one-round shield that reduces damage taken by 50%.
Deathcharged is a new passive that gives you a 20% bonus to damage on the round following a round where you pick up a Deadpulse.
Detonate Deadpulse may now cause hilarious chain reactions.
Freeze Hatred now is limited to one Hateglacier at a time. The Hateglacier now scales with your level and will hit harder as you level up.
Conjure Gravemooks now creates more skeletons. They will decay after 2d4+20 rounds.
Tricksonometry
Vanish and Hero Cloud have been removed from the tree. They will return in a different format later.
Big Bamf is a controlled teleport that will Pin and Addle enemies near your original location. This power causes you to become Unstable, and prevents the re-use of that power until the condition passes.
Gift Exchange swaps all buffs and debuffs on you with those on a different creature.
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Wiggle Dance! :D ;D :)
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v1.2
Armory Crafting
* Blueprints for randomly generated weapons will sometimes be dropped by powerful enemies. Taking these back to the Academy will unlock them for construction at the Armory. Recipes are permanent once learned.
* The items are designed to be a step between tiers, slightly more powerful than regular magic items of a given tier but still outclassed by magic items of the next tier.
* This feature is being closely watched! Your feedback is very important.
Town Shops
* New variations on shops have been added to towns. Expanded weapons, armor, and even some rarer class-specific shops. This is still a work in progress.
* Items purchased from a vendor are Store-bought and will produce much less metal when melted at the Armory.
Champions and Bosses
* Enemy Champions have been tuned down from 1.1
* Villain Cloud and Slowing Strike have been pulled from champions.
* Warlord Harrier burst damage from stealth has been reduced by 150%
Temple Dungeon and Traps
* Much work went into these but they’re not ready for delivery yet. Expect them in 1.3.
Bug Fixes
* All Scorpomanser and Smokestalker gear should be storable in the Wargear Vault.
* Took a swing at fixing crashes on alt-tab or minimizing the window.
* Fixed various edge case crashes involving Wheel of Pain.
* Other minor bug fixes here and there.
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v1.3
Hats and Gloves
-Items have been added to the game that can be worn in your head slot, and hand slot.
-Hats and Gloves do not count as any particular Armor type. There are no restrictions to wearing these items.
-They do not (in most cases) provide Armor or Dodge.
-Gloves are designed to help you hit harder. They can give additional Spellpower, Armor Penetration, or Defeat Parry and Block.
-Hats are designed to support you in combat. They can lower the cost of spells, powers, and increase your base health.
Power Modifiying Items
-Tech has been introduced that allows items and status effects to change the way your powers work.
-This build has three such items, gloves that modify the behaviors of Bolt of Foom and Power Drive.
-This will be a pretty important part of late game content, as it will allow for power progression outside of leveling up.
-Temple Dungeons
-Temples are massive dungeons built on one floor, full of traps and an extra helping of treasure.
-Work your way around the outside ring to find the Temple Guardian and defeat them to access the inner sanctum, an area two levels higher in difficulty.
-Temples contain traps which hurt both you and your enemies. Currently there are two trap types with more in the works.
-There are lots of nooks and crannies in Temples, all of them full of Treasure Chests. Explore!
-Temple bosses aren't functional yet, but there is a reward for reaching the center of a Temple.
Fallen Dungeonmens
-You should be able to find the pyres of dead Dungeonmens in every dungeon location now.
-More than one pyre will be available in a given dungeon floor if you have multiple deaths there.
-Every dead Dungeonmans should be recoverable! If you find this is not the case, please let me know what the circumstances are.
Ice Blocks
-Conjure Ice Block now conjures a cross-shaped collection of ice blocks! Blocking enemy advances will be much easier.
-Enemies can now attack Ice Blocks and other obstacles in an effort to get through to you.
Other Changes
-Fix for certain Dungeonmans grave monuments not drawing correctly, and ghosts not drawing correctly.
-Barricades no longer bleed, and shooting them with arrows doesn't cause the arrow to fly off into 0,0.
-Crash from Big Bamf in overworld fixed.
-Lots of little fiddly edge cases and typos fixed.
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v1.4
Temple Traplords
Waiting at the inner sanctum of Temple maps is an encounter with a Temple Traplord. Surrounded by whirling blades, vicious spikes, and rotating pillars of flame, the Traplords are said to be completely invincible, unable to be scratched by even the strongest Dungeonmans. Could this be true?
Masters Program: Grimdark Darkmans!
The first Masters Program is in game! Once unlocked by a Dungeonmans that learns the correct masteries, a Masters Program offers new and powerful skills accessible to any future graduate starting at level 9. The Grimdark Darkmans is a ruthless engine of war, and also a vessel of the most empty and black darkest grim grimness. Puppies and children will starve while your favorite characters are killed at their weddings! So grim!
New Backer Weapons
The Lionsword: full of courage and fury, bolstering the power of some Sword and Board skills.
Anavrin: ostentatious, flamboyant and full of potential, but doomed to never land a hit.
Yoyogod’s Sturdy Banjo: The blood-soaked companion of a Dungeonmans great at fighting but terrible at playing the banjo.
The Hexblade: A machined artifact of war, full of Science– perhaps too much Science?
New Monsters
Carpenter Bee: This mid-game antagonist loves nothing more than fortifying their position with hand-crafted wooden barricades.
White Triger Duke: Triger nobility? Oh dear.
New Feature: Overworld Regeneration
The Academy Headmaster now offers the option of creating a brand new randomized overworld while keeping the Academy intact. You’ll lose whatever progress you’ve made in the various towns and dungeons of your world, but will have a brand new map to explore and plunder.
Balance Changes
Standard dungeon layouts have been shrunk (again!) and are usually 4 floors, with the occasional 5th.
Dread Satellites no longer shoot Bolts of Doom all the time.
Lava Lance gets less bonus damage from Spellpower.
Enemies have a basic understanding of spike traps and will try to avoid standing in them, usually.
The second tier power in every Mastery now requires level 3, and the third tier level 6. This will not affect existing characters.
Miscellaneous
Buff Swap and Big Bamf won’t cause crashes in the overworld.
Power tooltips should clearly display required level if you aren’t there yet.
Fixed bug that let enemies counterattack arrows or spells when they should be countering melee parries only.
Fixed bug with wrong tooltip being displayed when the masteries panel is open and you’re mousing over a hotbar slot.
Prevented monsters from attacking obstacles they created.
Prevented monsters from attacking F Bombs.
Fixed bug with measuring Spellpower and calculating character stats.
Fixed bug where ranged weapon comparisons weren’t working correctly.
Fixed major bug that prevented items from granting the player additional powers.
Monsters who can Counterattack now have an indicator over their heads displaying this ability. Attack at your own peril!
Dungeon Pools have new art.
Treasure chests have new art, *and* toss loot everywhere when opened.
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v1.4.1
This build is mainly a bugfix build, as there isn’t quite enough new content ready to justify a full increment. There are some improvements of note as well.
Overworld Map Tracking
Dungeons in the overworld now have indicators that indicate if they have been cleared, are in-progress, or have the ghost of a previous Dungeonmans still inside.
The numbering system for the Overworld Map has changed so that the locations are listed by order of distance from the player instead of distance from the Academy.
Dungeon Cleared status is properly reset upon hero death.
Trivial Dungeons, Take 4
A trivial, standard dungeon that has never been entered by the current hero will now remain closed to that hero. In exchange, you’re given the option of just auto-looting it, effectively fast forwarding past the grind and giving you some coin and loot. If the dungeon contains pyres of fallen heroes, you will have access to those as well.
Special Dungeon Rooms
Dungeon rooms with wood floors, specifically the Library and Hive of Savings, now draw correctly.
Special and secret dungeon rooms should no longer occasionally overlap with one another.
Dungeon floor entrances should no longer spawn in secret rooms. For reals.
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v1.5
Crypts/Undead
Undead monsters have undergone a complete balance pass and new variations have been added to cover the entire leveling spectrum. Previously, it was quite likely that when you entered a Crypt you’d encounter some monsters that were 5+ levels stronger than the area you were in. These unfortunate events would often lead to what was best described by an instance of player feedback: “total bullshit deaths”. I agree.
Make no mistake, Undead are still powerful enemies! But they will level and scale appropriately to the area you are in. If you are in a level 5 part of the map, you won’t see level 12 Damned Necromansers sauntering in with 300 points of cold damage every round. The power of the creatures scales to the location, not the player’s level, so if you outlevel an area the monsters won’t suddenly grow in power to match you.
Undead Champions have been given a host of new Champion Powers that you will only see if facing off against a Champion or Ancient King version of the monster. Some of these are rather brutal and adventurers heading into crypts need to be prepared for anything.
Doors
Two important features have been added regarding dungeon doors: the ability for monsters to open them, and the ability for players to spike them shut.
Door Spikes are new items that allow you to close a door and spike it shut, forcing monsters to break the door down to get through. Spiked doors appear with a lock symbol on them, and when attacked by monsters they will shake and show damage numbers as any other object would. Door spikes vary in the amount of damage they can withstand, look for higher level spikes in more dangerous dungeons of the world.
Monsters may now open doors. When a monster is actively chasing you, it may find that the quickest path to your location is through a doorway you may not have opened yet. Even worse, ranged monsters fleeing from you might step into a room that you weren’t ready to open!
Chest of Exiled Champions
New to 1.5, Chests of Exiled Champions are caches of powerful treasure that may appear in any Dungeon map. Brave Dungeonmens who want a shot at exceedingly rare loot may dare to challenge these chests at their own peril!
Other:
Blueprint turn-in crash fixed.
Occasional crash heading down to a new floor fixed. This was caused by bad stair placement.
Fortify Weapon/Armor scrolls now provide the correct tier of bonus.
Searing Ray targeting should no longer break.
Teleport traps have new and easier to see art.
When stepping on a teleport trap, any loot on the trap will be picked up first.
Resource on kill weapon powers have been tuned down.
Gender properly saves for player heroes.
He/His in Quick Dash now changes based on player gender.
Fix for Bandit type champions only acting every other turn.
Fix for particle FX that were flying off to the upper left hand corner of the screen.
Unique boss music has been added to Warlord encounters.
New music has been added for Temple and Crypt boss fights.
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v1.5.1
Museum Update
The Museum has entered the next phase of development!
Museum Layout changed to display all possible monster categories.
All Monster Knowledge may be collected, though not every monster will have an assigned MK category yet.
Museum Curator will now display all current MK levels when asked.
Rewards for gathering all MK have not yet been implemented.
Large Shields
The second power in the Shieldcraft mastery line has been redesigned. Now called Shield Mastery, the passive grants a number of bonuses:
Large Shields may be equipped. Large Shields have increased block rates and come with additional armor, but reduce your maximum stamina by 20%.
Makes Shield Rush hit harder.
High Guard counter now has intelligent 1-tile knockback.
Polearms may be equipped with Shields.
Gain the Bulwark passive, where every round spent in the same tile adds a 3% bonus to your block score.
Cone powers
Break the Line and Bees Please have been modified so that the first line of targeted tiles is three wide instead of one. The length of the cones remains the same, but they have been widened.
Combat Log Font Size
You can change it in the options now.
Overworld Encounters
Random encounters now drop appropriate loot for their difficulty. Better stuff in the deeper wilds!
The monster displayed in random encounter dialogs is now picked from the actual encounter table, rather than a static list.
Unfinished Work
Mercenary Contracts are not available as loot drops yet.
Roadblocks still don’t scale correctly. Almost there!
Misc
Fixed some sounds for orc behemoth
Removed orc behemoth slow
Fixed breakables not taking one turn
Objects with a self-decay timer now display a countdown as they approach removal.
Enemy buffs should no longer affect inanimate objects
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v1.5.2
Thank you for your patience over the last two weeks. I’m ready to pick things back up and get to work. Proof of such is below: today’s new build!
New Town Layouts
Towns now have randomized layouts and additional shops. A few new variant shop layouts were added, and in general most shops should be physically smaller and easier to navigate.
The Inn has returned! While not fully functional yet, you can now get a night of rest at an Inn and be granted an XP bonus that should last until your next dungeon or so. Probably too long!
Spiral Dungeon Floors
Rarely, and in more difficult dungeons, you may encounter a floor that is a concentric maze, with twisting narrow hallways, multiple side doors, and a great deal of treasure.
The floors are large, perhaps too large. If you encounter one please send in feedback after (if?) you make it to the center stairwell.
In future builds, there will likely be an Ancient King stationed at the center.
Two New Hero Sprites
Introducing Cham and The Duelist, two new Lady Dungeonmens ready to dive into adventure and get slaughtered like everyone else.
Engine Work: Item Save Data
I’m testing out a new method of loading and saving item data that should allow for any item version to be loaded, even ones from saves before Early Access started! If this proves effective I’ll be using this same concept
Engine Work: Post-Game Dungeon
There is nothing player-accessible yet, but more work has been done on creating a post game experience that will scale far past the level cap and provide super crunchy monster crushing for the dedicated dungeon delver.
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"Encaenia" 8)
Build numbers are for boring people! Check out the patch notes for today’s new build.
New Dread Spire Under Construction
The Dread Spire has changed from a single huge map to a hub and spoke system with smaller maps and handcrafted themed boss floors. The majority of the dungeon is unfinished, though you can encounter many of the new and upgraded enemy types:
New: Ascended Cavalier
New: Ironbound Foomcrawler
Evolved: Cultist Theurge, Cultist Annihlator, Cultist Titan
The final boss encounter is CLOSED and unavailable for the time being, but if you’re a high level Dungeonmans and want to help me out, kick the tires in the new final dungeon and let me know what you think.
Please note that the numbers for these high end monsters have not yet been tuned, but the Cavalier and Foomcrawler can do upwards of 500 damage (before armor) on special attacks, so step lively.
If you are loading a save from a previous build, you’ll need to visit the Headmaster and reshuffle your Overworld to have the Dread Spire work correctly.
Character Sheet Overhaul and Stat Changes
Pressing SPACE will open a full detail character sheet with all gameplay stats as well as a description of each of their effects. If there’s anything there that is unclear, please let me know!
Ranged, Melee and Spell Hit have been merged into a single Hit value.
Elemental Resists have changed to use ratings rather than raw percentages on gear. You can still use scrolls of resistance that give you a flat temporary bonus while in tight spots.
Heroskins
Add your own images to the game’s collection of selectable hero sprites! For instructions and examples, head to your Steam install folder and look for “\Steam\steamapps\common\Dungeonmans\how to use heroskins\”
Deadpulses and Special Enemies
The Manabones skill in The Terrible Basics of Necromansy will occasionally cause Champion, Boss and Ancient King monsters to spawn Deadpulses when hit, even if they don’t die from the attack.
Bug Fixes
King of Thieves now drops stolen gear on death.
Blueprints work again!
Temple Traplords are now working correctly.
Teleport traps no longer spawn on stairwells.
Take Them With You! Now works correctly.
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Launch trailer! 8)
https://www.youtube.com/watch?v=rCzhII2G85A
Dungeonmans, everyone’s favorite fast-paced monster crushing adventure roguelike, will launch the first release version on December 9th 2014!
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Builds Whenever #1 8)
Dungeonfans!
With less than three weeks until the official ship date (gulp), I’m changing the official Every Two Weeks build update process to this new one: Builds Whenever.
There will be far more builds, published when I feel like it, in order to get quicker feedback on final polish, balance, and the upcoming Challenge Dungeons. Yeah!
Anyway, new build out. Tons of bug fixes, new sounds, and…
Challenge Dungeons?
Not available in game just yet, but shortly. Sorry to tease! They are small, hand-crafted dungeons focused on a single monster type. Unlock them by leveling up their Monster Knowledge, clear them for special bonuses and permanent upgrade to monster difficulty — with commensurate rewards!
King of Battle and Disintegral Calculus
They’re in and unlockable. How can you access them? Spoilers below!
Spoilers!
Spooooilllerssszz ok here we go:
Disintegral Calculus is unlocked by mastering the three core Wizardmans paths: Foominology, Cryoscience, and Tricksonometry.
King of Battle is unlocked by mastering Shieldcraft, Real Armor, and Polearms.
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#2
The Mountain Fortress
The forces of darkness have advanced their campaign and have claimed new ground in the world! Near the center of the map you will find a spiraling Mountain Fortress, a handcrafted dungeon adventure! Brigands gather strength in a redoubt protected by ferocious Mountain Scrobolds, but who is truly pulling the strings? Kick asses all the way up to the top of the fortress and find out for yourself!
Where did the Dread Spire go?
Oh it's still there-- but now it's in hiding! While Dread Foom certainly fears no Dungeonmans, he knows the value of playing it safe. His sanctum is now swaddled in protective magics and completely inaccessible! Unless you happen to find a map, which of course you will not, because there's only one and it is in the mighty fists of his strongest lieutenant.
UI and Art Improvements Everywhere!
Seriously look at all the shiny colors and glowy buttons in that Masteries panel! Many monsters have received cosmetic upgrades (like shadows!) and plenty of game effects are visually improved as well.
Random Rings
There are now rings with random attributes that drop in the world that often increase your base stats.
Town Changes
Towns are smaller now (again), the Inns have been cleaned up and there are some new surprises to be found. Still not quite done with them.
Numbers Numbers Numbers
Rebalanced shop prices for scrolls, potions, and weapons.
Rebalanced metal cost for upgrade hammers at the Academy Armory.
Tweaked the damage and health of Undead monsters. Basic Melee skeletons are weaker overall, and caster types have less health.
Hats have proper names and flavor text now! Alright.
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#3
Bug fixes!
Doorspike crash in overworld fixed.
An edge case where an explored dungeon could turn trivial and unenterable after you enter and leave it has been resolved.
Weapon sell prices are now correct, and not 5% of base value without enchants...
Monsters shouldn't be able to occasionally take infinity turns when you're resting, especially bees with axes :(
Chests of Exiled Champions shouldn't crash on save any longer.
Boss rooms once again spawn additional monsters for the fight.
Rings no longer grant obscene ( >1000%) additional dodge, block or parry. Sorry.
Early Game Dungeon Population Tweaks
Enemies that appear in dungeons will now hew closer to the level that the floor is tuned to. If you are Level 4 and in an Adventurous dungeon, you should no longer encounter waves of Level 1 Punks and Crab-Rats that offer zero XP.
Your feedback on this will be very helpful!
Other Balance Tweaks
Added new magic modifiers that directly add to Block, Dodge or Parry instead of just being a multiplier. 5% Total Parry is useless when your Parry value is 3.
High Guard will now make sure your block value is at least 30% for the duration of the stance, 40% if you are a Shield Master.
Many Feathers Shooting Stance is now much cheaper at early levels, scales properly as you advance, and has had its duration reduced by 2 rounds.
Also This Stuff
Enemy archers who fire Bleeding Shots now have additional sound, color, and impact when they do so.
Museum Knowledge should update the instant you turn the book in, without requiring a trip out of and back into the Academy.
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#7 8)
Bannermans Changes
The Bannermans now has two Banners instead of six. The Banners are unlocked at the start of the Mastery tree, and additional points spent will add new abilities to the existing Banner. The durations have also been increased to 20 rounds.
Dual Wield / Dungeon Dervish Changes
Razor Fury will do slight damage to all adjacent enemies when it puts you into the high damage stance.
Crippling Crescent has been replaced with Decimanser's Dance, an attack that cleaves from one enemy to the next if you score a kill.
Power Drive
New sound effect, as well as a one tile recoil knockback if there's room after you fire.
Doomtalker!
Who is this crazy old man? Where is he? Does he even exist outside of this patch note?
Summon Gravemooks
The power is now better about finding empty space to spawn skeletons, and it will also scale as you level-- higher level Necromansers may find special Undead joining their cause for a brief time.
Stuff
Droog Captain damage and bleed tuned down, you babbies.
Some Academy cleanup, including new Ookleaf Pine Trees and a fix for having too many Ghost Professors
More death sound effects added, with more on the way!
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v1.0 is here at last! 8)
Hey Dungeonfans,
Today's the day! Version 1.0 is live and the days of Early Access are over.
Many thanks to all of you who trusted me with your time and money, and helped make Dungeonmans into the great adventure I'd always hoped it would be.
There's still more to come in the form of a free content update, so stay tuned for details on that. In the mean time, tell your friends about Dungeonmans and if you're so inclined: write a positive review!
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Quick Fixin's
Quick fixes to some critical endgame issues:
Astrolarium and Menagerie now have correct monster populations and can be cleared.
Astrolarium entrance is named correctly and no longer sticks you inside a crystal.
The post-boss portal for the Crystal Charnel takes you to the proper location.
Dread Spire areas are no longer trivial.
Proper death text has been added to the Dread Spire.
Rendering errors with portals and walls have been fixed in Purple dungeons.
Other issues:
Added some missing contributors to the credits.
Desummoning poofs no longer hold up the game.
Swamps now scale from levels 7 to 12 depending on world location and depth.
Mixed-element resistances now work correctly.
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v1.01 8)
Major Bug Fixes
Monsters that steal items or stats (like Stremf) will now correctly return those objects when killed, even if you left the area.
Stat-bearing rings now grant their stats.
Fixed certain Bleed, Melee and Ranged damage resistances not working.
Players should no longer get stuck in Wooden Barricades.
Items festooned in enchantments by greedy Dungeonmens will no longer cause the inventory to crash.
Many monsters with missing Monster Knowledge values have been fixed, allowing for their types to show in the Museum.
Cosmic Enchanted Items
Be advised that items are now limited to one Cosmic enchant.
Trying to spoil as little as possible here: having 4 or 5 of those stacked on every piece of gear made the game completely trivial. To adjust for this, the power of the Cosmic enchant has been increased. Attempting to enchant an item more than once with Cosmic power will instead increase the magic modifier of the item by one.
Bandits, Brigands, and Towers
Added three new enemy types: Duke of Distractions, Baron of Bones, and Marchioness Astromanser.
Tower difficulty now ranges from levels 8 to 13.
Bandit Kings are now level 13, and no longer appear earlier on as regular enemies.
Brigand Strongmens should be appearing more regularly, and Champions have the power to disarm you!
Towers have been well received for their unique style of play, big rewards, and cool Warlord encounters. However, they didn't quite scale well, to the point where Towers at level 11 or so became too easy, even when marked as "Legendary" depending on the location. This has been adjusted.
The new Bandit types will also appear in high level regular dungeons as well.
Balance Issues
Decoymens can only be summoned one at a time now, and once a Decoymans is killed, all monsters who saw that event get wise to your tricks and might not be fooled again.
Shield Rush no longer stuns Champions, Bosses or Ancient Kings, but instead throws them Off Balance for a round, weakening their attack damage.
Bannermans has an extra mastery point in Cartography, Southern Gentlemans loses one in Bows, bringing both classes to 5 points at start.
Other Bug Fixes
Mountain Scrobolds now bring rocks down on your head much faster.
Fixed Door Spikes occasionally having no health.
Fixed UI issue for Stellar Anvil.
Fixed issues where enemy Blinks would result in them being in two different places.
Fixed Tireless not always working for some stamina powers.
Crash on loading/saving a Temple Map under certain circumstances.
Fixed extra space between damage numbers and damage type in the combat log.
Fix for Blinged Reaper save crash.
Fixed occasional Detonate Deadpulse crash.
Fixed the look of some broken doors in the Mountain Fortress.
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v1.02
Mostly bug fixes, and some Academy improvements.
Academy Updates / Fixes
Armory crafting UI fixed up.
Blueprint costs adjusted, in most cases the tier of metal required has been lowered.
Museum dialogs cleaned up, new explanations added.
Ghost Professors may now teach you their skills at any time.
Piles of metal may be found that grant metal to the Armory in bulk.
Steal Stremf Nerf
Enemies now steal a flat 5 stremf the first time they use the power on you, and then 2 stremf with each additional cast. This also reduces the increase in power they receive from the theft.
Dungeon Cleared Status
All dungeon types should Clear properly now. Camps act like Roadblocks-- removed from the map when cleared, and respawning in new positions with a world re-roll or new hero spawn.
Combat Balance
Shield Rush now pins (but does not stun) enemy Bosses, Champions and Ancient Kings in addition to throwing them Off Balance.
On Highest Wind now does increased damage, based directly on Stremf and Foom.
Bug fixes
Enemy swap/shuffle powers don’t work under a Banner that prevents forced movement.
King of Battle correctly grants weapon proficiency.
On Highest Wind should no longer bugs out the camera.
Cosmic upgrading existing Cosmic items will actually use starshards now. Shame on you for exploiting this!
Champion / Ancient King of Thieves will really stop permanently stealing items now, probably.
Unique items and rings keep enchants on save/load.
Baron of Bones requires line of sight to the hero to spawn a Searing Bloodrager.
Marchioness Astromansers won't shield allies unless the hero is within about 10 tiles.
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Any chance to update Humble version? It`s still EA 1.5 over there.
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akeley, please get a hold of me via jim@dungeonmans.com
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v1.1b 8)
The Finite Dungeon
The Finite Dungeon is post-game content, a straight up dungeon crawl with a myriad of enemies, high level scaling, and a variety of music and art. What lies at the bottom? Is there a bottom? Is there a top?
The mechanics of the Finite Dungeon will allow you to perform Academy duties such as turning in Proofs and other items.
Enemies scale in power as you descend the dungeon, and eventually scale beyond level 15. To counter this, there is a new mechanic called Glory.
Glorious items have a Glory Rank, which starts at 1 and ends at some really high number you probably won’t reach. Glorious weapons have their damage scaled up, Glorious armor grants a health bonus when worn. Glorious potions provide larger healing and stat bonuses.
Take note that Glory does not scale Stamina or Mana pools. Those are already silly large. They will continue to grow as your Foom and Stremf increase, but they will not be directly affected by most* gear.
The Finite Dungeon is a one way trip! There are no stairs up, and Carefully Escape Dungeon will teleport you to the starting point of the floor you’re on, but not out of the Dungeon. No getting amulet of Mij and running back to the top while crap spawns around you. Just keep going down and looting monsters.
Dungeon Dervish Update
DD has a new mechanic, Tempo. When you start killing things, you get in the zone, and your hero bounces back and forth to keep her energy up.
Tempo activates for three rounds when you kill an enemy in melee. Killing another enemy during this time resets Tempo to 3 rounds.
While Tempo is active, your DD powers do not cause Strain.
Tempo increases your Parry. When you parry an attack while Tempo is active, you are granted a counterattack.
Using DD powers while Tempo is active causes Tempo to rank up. Each rank of Tempo gives you a 4% melee damage bonus and a 2% parry bonus.
Tempo ranks max out at 5.
Razor Fury now gives you the option of taking one step before whirling around attacking.
Decimanser’s Dance now attacks the enemy with the lowest hit points first, and will continue to prioritize the lowest hit point enemy as the attacks chain. If the attack does not kill the final target, it applies a bleed which can be defined as “Sick Nasty”.
Town Improvements
There are a multitude of new shop types representing varieties of gear and combat styles. Shopkeepers now have unique names and additional audio/dialogue flavor.
Towns are better represented on maps, including Prosperity Rank.
Selling items no longer causes your inventory to randomly shuffle around.
Retiring your Dungeonmans
When you reach level 10, you may visit the Headmaster and suggest that you retire. There are three options:
First is to teach at the Academy.
Second is to open a shop in the wilderness -- this requires some Purloined Inventory.
Third is to wander the world as an Adventurer.
Retiring is the end for that hero, and you will roll a new one!
Stamina and Mana Regen Powers
Most all powers that restore Stamina and Mana during combat now restore a flat value instead of a percentage. These abilities should be useful in helping you keep your resources up but they should not give you the ability to simply recover all stamina in a single round, or cast spells without running out of mana ever.
Combat Balance
Monster HP is going up, a small amount at the mid range and a much larger amount at the high range.
Monster damage is going up starting around level 8 or so.
However, bursty Bleed damage is going down. Bleed damage ignores armor, and has been the cause of some pretty suspect 1HKOs.
Resists will be a little harder to come by.
All Lightspear based abilities now include your main hand weapon in damage scaling.
On Highest Wind and Fury Felled A Thousand Foes now take your mainhand weapon damage into account.
Power Drive now takes weapon damage into account.
Light Armor now increases the absorb level of Light Shield based on your maximum health and the quality of the armor.
Some Bug Fixes
Infinite Library Books exploit fixed, lol sorry.
Shop sales UI no longer shuffles everywhere.
Lesser Beast research is now recorded in the museum.
The Chemistress sprite is unlocked when the Alchemy Lab is maxed out.
Typos here and there cleaned up.
Monsters now have Protips you can see on mouseover/inspect if you have sufficient Monster Knowledge.
Some hot bug fixes:
Fix for occasional Beeholder crash.
Foomingdale's shops now populate correctly.
Starting Wizardmens with under 12 science won't crash when mousing over Light Shield (yeah that was a kickin' rad bug to chase down at 3am)
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Whoa, Retirement sounds really great! It was one of the main things that made Pirates! one of the best games ever and it`d be great if more RLs used it.
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March 22 mini-good fix 8)
A pair of crash / blocker issues have been resolved:
-Academies with Amaranth Pandemonium unlocked will no longer sometimes spawn without doors.
-High end item spawning crash fixed, this affected lots of high level towns and dungeons.
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April 22~
Those are the big two changes! Cloud saving should Just Work(TM) and the Gamepad now works in all game menus. In addition, the UI now includes a right stick/click button, which allows for context sensitive actions such as locking and unlocking items, auto-pathing to explored stairways, and the oft-desired Click To Move for those of you who favor the mouse.
One New Monster
Bee careful!
Bug Fixes
Lance of the Scroboss is now a one-handed weapon.
Many stability issues improved.
Fixed crash for some Finite Dungeon gear that would hit non-US players.
Fury Felled A Thousand Foes no longer does ridiculous broken amounts of damage.
Lizardmans Pope crash fixed.
Lizardmans Pope updated and scaled.
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I know I'm a bit late to the party, but I just bought this game recently and I must say I am a bit disappointed in myself that I did not get this game sooner. I am here to tell everyone that I am now firmly in this game's grasp. I play it everyday after work now, without fail. Great job to the devs of this wonderful roguelike, for me it hits all the sweet spots and it also reminds me of Castle of the Winds a bit, which is a good thing as that was one of my favorite roguelikes back in the day.
Ok, gotta go play some Dungeonmans now! Cheers! ;D
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BETA v1.2
There's a new Beta version available for Dungeonmans if you choose to opt in. Here are the changes included:
Bare Handed Combat
In preparation for the Psychomanser class, you can now use your bare hands to punch monsters. Bare hands cannot be enchanted and deal 1 damage + your bonus damage from Stremf. Hand Wraps or something similar will be added to allow for enchanted punching.
Heroskins now have an additional property, "skintone", which will determine what color the fists should be. 0 represents a caucasian skin tone, 1 a more olive/yellowish color, and 2 dark brown.
Random Name List
The next time you load the game, you'll find a file called random_hero_names.txt in your save folder. Follow the instructions inside if you want to create a prepackaged list of random hero names for your adventures.
Balance Changes
Block and Parry are now calulated before Dodge, which will raise the likelyhood of counterattacks from powers such as Tempo and High Guard.
Dodge is capped at 90%-- every enemy has at least a 10% chance to hit you.
New Armor enchants have been added for Tier 2 and 3 Bolster scrolls. No longer will you be stuck with Deft, Fluid and Sturdy.
Searing Bloodragers now do 40% less damage.
Battle Fervor no longer replenishes Stamina on kills.
Purpleated Trigers now have a level scaling range of 12 to 15, instead of 15 to 15. Whoops.
Volatile Liquidity consumes all Deadpulses, and still is a bad power.
UI Improvements
Bleed Resist is now displayed in the UI
"Extra Action!" is displayed in the buff/debuff list over the stat block when you have 200 or more AP to spend.
Bug Fixes
I Am Death Incinerator!, Rocks Fall, and Punk Molotov crashes fixed.
Rare Banner crash fixed.
Rare World Gen hang fixed.
Tightened up restrictions on invalid character names to prevent crashes.
Armor Passives are now disabled if not wearing the correct armor.
Global resist penalties / bonuses no longer apply twice. Specifically, Pneumatized now has the correct 15% penalty and not 30% to all damage taken.
Bleed resist powers (such as Bloodglue Brew) now give 9001% Bleed Resistance instead of 100%.
Bolster Scrolls are now only usable on the appropriate item types.
One Stood Against Many buff now correctly modifies outgoing and incoming damage.
Anavrin now correctly misses every time.
Saving and loading during a Traplord battle no longer causes the Traplord to enter an unbeatable state.
Upgraded Libraries now correctly spawn books for new Dungeonmens at the Academy.
Refreshments Are Served is no longer named Rapier Wit.
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Psychomanser Update! 8)
Introducing the Psychomanser!
The Psychomanser is a brand new Dungeonmans class, built around the idea of the Martial Mentalist, a warrior who uses mind and body to become the perfect weapon. Three truly unique Mastery lines blend together to create a powerful finesse class, but like all Dungeonmans masteries you can mix and match them as you please.
The Diamond Self is a mobility line that combines strong offense with quick escapes, but requires careful positioning. It also contains a passive that lets you shake off Debuffs as you fight.
Telekinesis allows you to use normal-tier items in your inventory as resources, hurling around weapons and armor with the power of your mind. Battlefield control is the key element, the powers help clear enemies more rapidly as well as create meaningful obstacles for foes to overcome.
Hymns of the Old Century is a punching-based line of martial arts stances. With your empty hands you can pick up and throw enemies, punch down walls, and launch lightning-quick blows that leave your enemies Already Dead. These powers are fueled by a new resource called Verve which is generated by punching foes.
Every point spent in Psychomansy increases your overall Psychomansy Rank, which in turn increases the damage of your bare fists as well as the maximum amount of Verve you can store.
Defense Adjustmenerfs
At mid to high tier play, Heavy Armor and Shields were simply preventing too much incoming damage. That build is designed to wade into combat and take lots of hits, but it got to the point where there were no meaningful threats remaining unless a monster did a tremendous amount of bleed or starlight damage.
Block and Parry have been modified to no longer prevent 100% of incoming damage! Small Shields now block 30% of incoming damage, Large Shields block 60% of incoming damage and can also block magical damage. Parrying blocks 20% of incoming damage. Enemies with the ability to block attacks now block 50% of the incoming damage.
Armor Damage Reduction is capped at 60%. Run the numbers, and a fully armored warrior with a large shield takes 40% damage on the average hit, and 16% damage on blocked attacks. Combined with the stamina based armor powers that reduce incoming damage, heavy armor builds are still super rough and tumble tanky Dungeonmens.
Staminerfs
Across the board, stamina regen powers have been reduced in effectiveness, and cost scaling with level has gotten steeper. The average player with 40+ stremf at high levels will still be ahead of the curve, however the goal is to avoid situations where players end up with 85% of their stamina remaining after using six powers in a row to fight a room of 20 monsters.
Sword and Board Improvements
Shield Rush now has a targeting ray to make it exceptionally clear where you'll end up when rushing. The damage and addle effect have been improved.
Hammer and Anvil now executes an AOE attack against all adjacent enemies at the end of the move. If there are any enemies within two tiles after using Hammer and Anvil, the power does not trigger Strain and does more damage if used again the next round.
Necromanser Improvements
Redistribution of Health now drains an unlimited number of enemies within a radius based on the number of Deadpulses the caster has. Enemies who are hit by this power now also suffer a bleed effect.
Volatile Liquidity now consumes 1 Deadpulse + mana, has a range of 5, increases duration based on science and scales damage based on science and weapon.
Messenger of Oblivion is an all new ranged curse that Addles a foe and strips them of all buffs while cursing them to take additional Dread Purple damage when hit by any source.
Blood Futures is in the trash, where it belongs.
Bare Handed Combat
Your empty hands can be used as weapons. Fists deal minimal damage, but the damage increases with every point in Psychomansy. High-tier Psychomansers have incredibly powerful punches. Eventually the game will include fist-wrapping type items to allow you to enchant your two glowing hands.
Heroskins now have an additional property, "skintone", which will determine what color the fists should be. 0 represents a caucasian skin tone, 1 a more olive/yellowish color, and 2 dark brown.
Random Name List
The next time you load the game, you'll find a file called random_hero_names.txt in your save folder. Follow the instructions inside if you want to create a prepackaged list of random hero names for your adventures.
Bosses, Ancient Kings and Warlords
HP increased from 300% to 1800% depending on monster level.
Warlords now drop special weapons and items based on their Warlord class. These items are Tier 4+, and scale based on the level of the Warlord.
Balance Changes
Block and Parry are now calulated before Dodge, which will raise the likelyhood of counterattacks from powers such as Tempo and High Guard.
Dodge is capped at 90%-- every enemy has at least a 10% chance to hit you.
New Armor enchants have been added for Tier 2 and 3 Bolster scrolls. No longer will you be stuck with Deft, Fluid and Sturdy.
Searing Bloodragers now do 40% less damage.
Battle Fervor no longer replenishes Stamina on kills.
Purpleated Trigers now have a level scaling range of 12 to 15, instead of 15 to 15. Whoops.
Enemies with multiattack powers can now be blocked, parried and dodged.
UI / Art Improvements
Right Click / Right Thumbstick Press now provides a context sensitive drop down menu of movement or inventory options.
Right Click also includes Click To Move, if you like that sort of thing.
Lots of cleanup in the stats screen, including finally pinning down the minor variance in average damage. I think.
"Extra Action!" is displayed in the buff/debuff list over the stat block when you have 200 or more AP to spend.
Bleed Resist is now displayed in the UI.
Brand new art for Tower dungeons, and improved tilesets for Gray Dungeons, Crypts and Towns.
Partial List of Bug Fixes
I Am Death Incinerator!, Rocks Fall, and Punk Molotov crashes fixed.
Rare Banner crash fixed.
Rare World Gen hang fixed.
Tightened up restrictions on invalid character names to prevent crashes.
Armor Passives are now disabled if not wearing the correct armor.
Global resist penalties / bonuses no longer apply twice. Specifically, Pneumatized now has the correct 15% penalty and not 30% to all damage taken.
Bleed resist powers (such as Bloodglue Brew) now give 9001% Bleed Resistance instead of 100%.
Bolster Scrolls are now only usable on the appropriate item types.
One Stood Against Many buff now correctly modifies outgoing and incoming damage.
Anavrin now correctly misses every time.
Saving and loading during a Traplord battle no longer causes the Traplord to enter an unbeatable state.
Upgraded Libraries now correctly spawn books for new Dungeonmens at the Academy.
Refreshments Are Served is no longer named Rapier Wit.
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Meh, it's great game, but I'm experiencing graphics glitches in every version :(
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Corrected the following ~awesome~ issues:
Hot key weirdness with Psychomanser powers has been fixed
Throwing someone in the ocean shouldn't crash the game, or be possible.
Equipped weapons and armor won't be used for Warbending or Towering Will of Iron.
Bosses correctly start with full health.
Crazy ass multipliers on Ancient Kings have been fixed. Monsters shouldn't have 6 figure health pools until well into Amaranth Pandemonium. They were also multiplying every time they were loaded, meaning if you went up and down the stairs on a level with an AK, you'd multiply their health by x5 or x6 every trip.
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Fightamin D! 8)
Achievements, Trading Cards, Steam-based Hooplah
Dungeonmans now contains a wide collection of Achievements to achieve, as well as a full compliment of Trading Cards to collect, Backgrounds and Badges to barter, and Emoticons to FEEL. Earn them by playing your favorite Dungeonmans themed game.
New Gear!
New variants on weapons and shields have entered the game, as well as a collection of new legendary weapons.
Shortbows: Bows with reduced firing range but increased damage. Probably OP.
Piercing Polearms: Polearms that do reduced damage to adjacent enemies but extra bonus damage to enemies farther away.
Defensive Staffs: Wizard Staff weapons with reduced spellpower bonuses but a flat reduction to damage taken.
Elemental Resist Shields: Shields with reduced block and armor but increased resistance to magic damage.
7 new rings.
6 new pieces of Legendary gear.
Souldrinking Bolster scrolls, guaranteed to drop from Crypt bosses, give powerful enchantments to your weapons at the cost of your very own Stremf!
New Dungeon Type: Fallen Castles
Lost in distant forests, one might find once mighty castles that have crumbled and been reclaimed by both nature, and villains of the world desperate to find shelter. These outdoor ruins are excellent sources of Purloined Inventory and Blueprints, as well as densely packed with the monsters you love to crush.
Updates and Fixes
Pools are interesting finally! Newer, longer-lasting enchantments, more variety, and the occasional monster filled surprise.
The Academy Armorer now lets you melt down unlocked gear that can't be Psychotossed.
Brigand Cryoduchesses do less bleed damage with Outlaw Shank and also fire the Shank slightly less often.
Mid level bosses no longer have health in the 18k range, but they remain tough and damage output has not been nerfed.
Weapon and Armor racks now toss loot around like treasure chests do.
UI Fixes including dialog boxes not working properly with the mouse.
Fallen Dungeonmens Pyres are appearing again for heroes level 10 and higher.
Fixed a crash with Necromanser poisons and level transitions.
Invisible monsters shouldn't draw on the map any longer.
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v1.3b
Bug fixes:
Verve can no longer be gained without at least one point in Psychomansy.
Dungeon Bookstore Shopkeepers no longer spawn in every single secret room.
On Highest Wind correctly hides hero from enemy attacks during the jump. It also now prevents status effects from ticking.
Balance:
The Champion Undead Archer power Bonestream has been changed. Range is shorter, the initial damage is much less, and the attack applies Boneshredded, a potent bleed that ticks for about 30% of the damage of a regular attack from the monster.
Champion Edition: Almanac
Added two new images showing Bestiary pages for Bandits and Warlords.
Added a folder full of unedited fiction/lore/notes that are in the process of being cleaned up and moved to the Almanac proper.
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IRONMANS CONTENT UPDATE 8) :insert the destined musical riff in your hearts and minds for you know it to be applicable:
Ironmans Mode!
Veteran players with something to prove can now start new Academies in Ironmans Mode. What does that mean? The Academy is a ruin! Nearly all of the Academy Items are useless, and you have no access to any of the Academy NPCs. However, Proofs of Stremf are still valuable, and there may be other secret Ironmans-only boons out there to be discovered. When your Ironmans hero dies, the entire overworld is forever destroyed. There is no progression from one Ironmans hero to the next.
Ironmans isn't for everyone, it's a different game without the Academy and not necessarily a better one. But people have asked for this challenge and I'm happy to provide it. Good luck!
New Legendary Gear!
8 new weapons, 8 new pieces of armor, and a shiny new ring. Each of these unique, named items has exceptional functionality and in some cases all new art. Some of these items are mid-range legendaries that will show up starting around level 5. Also there's a hammer which is actually just a giant stone fist.
Medium Armor
Medium Armor needed a little love to increase the mobility and flexibility aspect of the style. Having high dodge is great, but it's also nice to be able to stay out of trouble entirely.
Quick Dash has been adjusted to allow for one extra tile of movement for every point of Strain applied to it. For example, your first Quick Dash can move you up to two tiles away, at which point the power is Strained and costs 2x Stamina to use. If you use it again, you may move up to three tiles away, and the cost will increase to 3x, and so on up to 5x range/cost. Once Strain clears from the power, the range resets.
Quick Dash also grants you one round of the Arrow Time buff, allowing you to deflect ranged attacks that you dodge back to the attacker.
The Arrow Time power has been redesigned as Ready For Anything. It still allows you to deflect ranged attacks with the Arrow Time buff, but if you are forcibly moved during the duration of the buff, the strain on your movement powers is immediately cleared. Those include Stick and Move, Shield Rush, Storm Driver, Dashing Charge, Seize Opportunity, and the Unstable Effect debuff will be removed.
Monster Balance
Monsters level 10 and up have been rebala-- they've been nerfed. They simply won't hit as hard, although their health pools remain the same. In short, they damage output for late game creatures was balanced around bad data, and this resulted in a number of relatively unfair deaths for players. It's not right to get one-shot in an Adventurous dungeon.
Volatile Liquidity
Corrected to actually take an action to cast. Mostlies created by the toxin are now Barely Mostlies, which shamble around at full speed for 5 rounds before being destroyed. It's fun for a little while to have a big cloud of Mostlies following you, but when it quickly becomes the only way to play Necromanser, the fun wears off. Volatile Liquidity is still a powerful curse, so use it often!
Bug Fixes
Camps now properly appear on the Overworld again.
Fallen Castles will properly remove trees that get in the way of your exploration.
You can choose your own Academy name at creation again. Sorry about that.
Edit: A New Bee
There is a new bee.
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Southern Gentlemans 8)
The good ol' Southern Gentlemans has always been an outlier in the collection of various Dungeonmans classes. Designed as a fresh take on the Barbarian playstyle, the class provides large amounts of power for people willing to play recklessly and endure some randomness. Over the life of the game, there's been enough data collected and feedback generated to help paint a picture of how SG could be a more entertaining class to play.
The goal of this refresh is to make the various Southern Gentlemans masteries more useful as parts of other builds, as well as solidify the class to build a core strong enough to base a build around. Let's take a look!
New Class Features:
Rank: Just like the Psychomanser, Southern Gentlemans now has a ranking system. Each point you put in one of the three masteries will increase your rank by one. Your SG rank ties directly into two new class features listed below.
Ire and Irked: When you have 50 or more Ire, you are now Irked, and do additional damage in combat. This is a flat multiplier applied to all basic melee or ranged damage. The multiplier increases based on your SG rank.
Refreshing Beverages: Killing an enemy or damaging a Champion tier monster may result in a Refreshing Beverage falling onto the battlefield. These drinks immediately restore some health (Iced Tea) or stamina and mana (Mint Julep). The amount of resource restored is based on your SG rank.
Decorum:
Decorum now takes up one less button on the hotbar and is way more useful at shutting down powerful opponents, especially high-output melee enemies.
Rapier Wit: The bleed applied has been toughened up considerably and scales with Science.
Disarming Smile: This power is now a PASSIVE and adds a Despair effect to Rapier Wit. Check out Despair below.
Refreshments are Served: The heal has been improved slightly, but most importantly the visual effect has been made much clearer. Every counter attack provides a Refreshing Beverage visual.
Fire and Brimstone
These powers are now driven by Spellpower (and therefore, Foom) and have been made much less random in execution. Also, they no longer start tantrums, which will allow these powers a bit of depth that they were lacking before.
Blazing Vituperation: The F-Bombs now seek out enemies nearby and are no longer completely random. They also make an explosion on impact as well as continue to burn over a few rounds. The overall damage is about the same, but some of it has been moved forward into the explosion meaning that the F-Bombs can be used to kill an enemy before they get that last hit in. Also, the number of F-Bombs tossed increases with SG Rank. The cost has gone up to 20 Ire.
Icy Vitriol: This power no longer fires in a random direction but rather targets a nearby enemy and shoots a cone in that direction. Enemies hit by Icy Vitriol are Frozen in place and Scathed, reducing their damage output and increasing their damage taken. Take note, Icy Vitriol no longer deals damage. If you have to kill a pack of bees right-the-heck-now, this is the wrong power to use, but if you need to stall some foes while a power comes down off strain or to make a get away, this will help.]
Blasphemous Tirade: The damage has been improved slightly, but also scaled to work better with your stats. Survivors of the initial attack are knocked around at random. Be careful when shouting out words in a language you can barely comprehend, there could be trouble...
Sound and Fury
Unchanged. You either like chaining furious keybinds together or you don't. Remember, roaring in real life at the keyboard totally helps.
New Status Effect: Despair
This is a new debuff the player can put on to enemies, either through Rapier Wit + Disarming Smile or rare scrolls found in the mid to late game. Despair will strip an enemy of all buffs and shields, reduce their damage output, increase damage taken, and Addle them for a few rounds as well. The primary use of Despair is to have an ace in the hole against surprise Champions that your particular build might not be suited to handle.
Balances Changes / Bug Fixes
Protection From -Whatever- scrolls last for 30 rounds instead of 10.
The Academy Warchest now tosses loot into the world rather than just handing it to you.
AI attacks and reflected/tossed weapons now deprioritize inanimate objects.
Cleaned up input and text centering during the start of Ironmans mode.
5th rank Mysterious Artifacts now show up at the Museum, starting with your next hero.
Volatile Liquidity only costs 1 Deadpulse now, really.
Lots of Hotbar fixes involving dragging items onto them. Less green squares, and (hopefully!) less swords being lost forever because you bound them to a key.
Sound effects added to a whole bunch of spells that were missing them, whoops.
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v1.4.1 Bugfix and Balance :)
Bugfixes and balance changes abound, driven by the fans visiting the Twitch stream. Happy Steam Sale to all of you!
Corrupted Save Management
Effort has been made to backup saves correctly, and in the case that a save file is totally screwed for some reason, instead of crashing the game will (unfortunately!) abandon the Academy. If this happens to you, I am very sorry, and you can email me if you'd like to have a boosted Academy created for you to start off in.
New Dungeon Rooms!
53 new Dungeon Rooms! Standard dungeons now have more variety in their generation, with new shapes alongside the familiar ones. This won't drastically change gameplay but instead spice up the old familiars.
Rumor Dungeons
Dungeons generated by rumor-slinging Innkeepers will no longer spawn on top of existing dungeons. Furthermore, the available dungeons have expanded to Towers, Swamps, Temples, Graveyards and Advanced Dungeons.
Mountain Fortress
It's shorter. Your adolations are appreciated in advance.
Character Generation Perks
Scrounger now generates more loot, and has a chance of generating loot that is higher level than the area you're in.
All Weather has been boosted to add and resist 30% Fire and Cold damage, up from 10%
Enchantments and Upgrades
Bolster/Fortify/Enstremfenize scrolls can no longer fail and be destroyed with no effect. If you try to enchant a weapon that's full up on enchantments (star rank + 1), then the scroll fails but is not destroyed.
Souldrinking Scrolls are also failure-free, but if you try to enchant a fully enchanted item you lose your Stremf and get stugatz.
Upgrade Hammers now add "Hammered" to the item info box. Because you all have the memory of goldfish.
Weapon Enchantments On High End Gear 4 and 5 star items now have a greater chance of rolling on the top end enchant table.
Golden Chests should scale loot to the highest tiers now.
???????? that hammer upgrade that has taunted you forever can now be found.
Science and Consumables
Science now properly increases the duration of any buff applied to yourself via consumable. It also increases the duration of damage over time effects applied to enemies. This increase is limited to 100% of the original duration.
Barkskin and Ironskin Potions have been buffed into meaningfulness. In addition to flat 10% damage reduction and damage per hit reductions, they now add extra armor equal to T3 and T4 Real Armor chest pieces.
Pin To Win holds enemies for one additional round.
Glorious Healing Potions, should you ever see one, will have a minimum Glory Rank of 1.
Block and Parry
Block and Parry had math errors in damage reduction. These have been fixed -- unfortunately this results in a nerf to Parry, but a buff to Large Shields.
Minor Balance Issues
High-end crypts now have even stronger bosses, and can drop the best Souldrinking scrolls.
Phoenix Wing Angelsniper and Arcturus Lancer have been buffed.
Vanguard of the Abyss got a sick buff, and the horses happen more often.
The Forces of Evil Get Swole
Warlord Sorceror has expanded his knowledge of Foom to include Cold Damage!
Warlords have 8x more health.
Mazzik has 5x more health and does actual damage now.
Dread Spire bosses have 4000 health each.
Final Foom has like 100x more health, deal with it.
Bug Fix Grab Bag
Bonehewn Dreadplate
Fixed occasional crash with Barons jumping near you.
Fixed Barons not dropping you as a target when charmed.
Fixed Barons sometimes not having brohearts over their heads.
Retirement
Inns now show up properly.
Crashes involving other retirement issues have been fixed.
Other Fixes
Clicking on an item in the paper doll no longer causes it to Ninja Vanish.
New character powers are now slotted in the correct hotbar.
Items with dynamic names keep these names between saves.
Road encounters no longer corrupt the ground sprites when saved, loaded, saved again, and loaded once more.
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v1.5 Wizard's Hollow 8)
Full revamp of the Wizardmans class, a host of bug fixes, and a holiday event with brand new monsters, loot, and adventure!
The Tale of the Horseless Headsmans
A most unwelcome visitor is camping Academy grounds, and rumors of a new undead menace have made the rounds. Holiday adventure with tricks and treats, here for a limited time. New bosses, weapons, candy corn! I hope you like to rhyme.
Take note: The special encounters in this event are scaled to your active level, so whether you're 5 or 15 you should find the monsters appropriately strong and, if you persist through to the end, a weapon that is scaled to your level as well. Finishing the event at Level 15 will reward you with what might be the strongest base weapons in the game outside of one particularly menacing post-game piece of gear.
Wizardmans Class Refresh
The Wizardmans is one of the oldest Dungeonmans classes, with some of the earliest special powers that trace back to 2009. This class was in need of some serious love, and here's my best effort. Important changes have taken place, please read carefully.
Mana
Mana is used exclusively by Wizardmens now. No other class uses or generates mana.
Mana no longer recovers by default over time.
Bolt of Foom now generates mana when used.
Maximum mana is determined by number of points spent in the Wizardmans mastery.
Wizard Staff
A Wizard Staff is now a melee weapon. The staff attacks creatures adjacent to you and the target, or in all eight tiles around you depending on how many points you put into it. These extra attacks will never target enemies with dangerous status effects, such as damage reflection or counter attacks.
All Wizard Staffs are bound to a given element when dropped. This element determines your melee damage, the type of Bolt of Foom you cast, as well as other spell effects.
Nearly all Wizardmans powers are improved in some capacity if you have a Wizard Staff equipped.
Battlemage (new Passive): You can fight with a staff in one hand and 1H sword in the other.
Lava Lance: Now also sets the ground on fire. Don't stand in it.
Searing Ray: Equipping a staff allows you to bounce the ray one time.
Foom From The Skies (replaces Foomsplosion): Call down a meteor with elemental damage and effects based on the staff you have equipped. They can hurt you too, so be careful.
Conjure Ice Blocks: Equipping a staff now allows you to conjure a 3x3 section of blocks, potentially trapping a monster inside.
Rhombus of Rime: No longer damages, but instead freeze and debuffs the combat abilities of targets. Staff allows you to cast it at ranger.
Shardstorm (replaces Coldnado): Converts all your mana into shards of frozen foom that then fire, once per round, as Bolt of Foom casts.
Decoymans: Staff increases the duration of the Decoymans from 5 to 8 rounds.
Gift Exchange: Staff use reduces the duration of debuffs applied to the caster by 1 round.
Big Bamf: Staff use pulls all the targets in the splash radius into the tile that was Bamf'd away from.
Stat Potions
Potions of Stremf, Skills, Foom, and Science no longer drop. In their stead are Battle Potions, which give you powerful short term buffs that are more clear and controlled. You still want to pot up before big fights, but you can't buff Science to sick levels anymore.
Leser Champion's Potion renamed to Battle Potion: Champion.
Battle Potion: Ancient King added.
Potions of Beastly Battle I, II, III added to increase physical combat prowess.
Potions of Furious Fooming I, II, III added to increase elemental damage.
Armor Potion: Starskin has been added to complement Barkskin and Ironwood potions.
Other Power / Item Changes
Banners that restore health only do so if the hero is under 50% health.
There is only Winter has been balanced around hero melee damage. Still scales with science.
Rapier Wit now creates Strain.
Electrolyzed now gives +20% mana gains whenever mana is restored.
Salford's Solvent should now restore any default enchantments on an item. Test it out some trash legendaries before you try it on that Lord Samuel's Flame you keep under the mattress.
Enemy Changes
Ghosts scale a little bit better now, do strictly elemental damage, and have sound effects on hit.
Lizardmans Brutes now have melee attacks, that's probably been missing since... ship? Ugh.
The Brigand Assassin no longer disguises himself as a Bandit Shadow
Warlord Heralds summon a wider variety of allies to their side.
Halls of Champions also have a wider variety of possible monsters inside.
When a creature is killed it will no longer be able to counter attack.
High level Champions and Ancient Kings have a cap on their dodge values that should allow them to remain hittable.
New monster: Brigand Chemistress!
Combat Balance
Block and Parry now reduce the proper amount of damage. For reals. Really reals.
Blocked and Parried attacks show damage in a different color.
Medium Armor is playable again! Since Parry and Block both result in the character taking some damage, Dodge is now calculated first. This will result in high dodge characters getting hit less.
Fixed bug in elemental resists math that may have robbed some mid level characters of up to 3% of their resist scores!
Defensive Staffs are no longer 300% more powerful than intended.
Powers that generate stamina/mana on hit have been nerfed across the board.
Souldrinking Scrolls have had their dark and unknowable calculations correctly adjusted.
You can only counter attack once during enemy flurry attacks. You can still counter multiple enemies in a turn, and the back and forth counter-duels should still work.
Every single time Dungeonmans becomes greater than ever by a grand margin is a great time indeed!
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March Bugfix Build Part 1 8)
I feex!
This is the *first* bugfix build. The *next* build will drop in one week's time!
Next week's build will have the improved Map. Not this week's. Next week's. The one that is not today.
Today's patch notes aren't pretty.
Also... there's some cool short-term stuff in the game. You should play it.
Fixed 21 March 2017 =======================
* Fallen Castle Tree Dilemma
* Consumable axe that drops from every champion in a Fallen Castle that can be used to blow up trees
* Bumping obstacles doesn't cost 100 AP
* Changing floors won't prevent resting on the first turn
* "There's danger nearby..." should no longer appear for failed rests
* Shield Block and Armor/Dodge compare now use their magic + values in the comparison.
* Despair Many Foes crash
* StuckCheck crash
* Tried to fix FlatTileDistance -int.max crash
* Tried to fix tk_weapon_fling crash
* Tried to fix bee_valkyrie_rescue crash
* Fixed rare pathfinding crash
* Maybe possibly fixed a tooltip crash?
* Fixed rare crash for creatures with charge attacks
* Finally fixed the roadblock ambush bug, where you always start in the middle of the map.
* Champions or Ancient Kings don't get renamed if they kill you.
* Unleashed Wizard Staves save and load correctly.
* Gloves add spellpower correctly
* Tried to solve unkillable boss bug.
More stuff to fix, maybe by next week, but not today.
Todo =======================
* Fix save file backups
* Boss stuck / endless AP gain bug double check
* Map improvements
* Academy stuff
* Try and prevent ghost teacher overlap
* Clean up confusing text
* Tons of ♥♥♥♥ from Discord #the_list
* Make sure all dungeon types spawn Deadmens Pyres
* Fallen Castles
* Swamps
* Temples
* Warlord Towers (only at top?)
* KoB lightspears need to do proper starlight damage
* Fix bosses dying on spawn and boss rooms in Dread Spire
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v1.5.1 8)
Here's a list of fixes and improvements with today's patch. These notes include last Tuesday's pre-patch.
Death Log / Final Report
When your hero dies, you'll have an opportunity to check the final messages in the combat log as well as your final gear loadout and stats. There's also a report that details what went down at the end and has some tips that may or may not help you in future tough situations. Feedback welcome!
New Overworld Map!
The Overworld map has been overhauled, with a cleaner presentation and the ability to toggle various settings, allowing you to see only the location types you're interested in. Again, feedback welcome!
Academy Faculty
Staff at the Academy, living or otherwise, should no longer overlap in the skills they teach. This only applies to new faculty, if you have current ones in the Academy they will be unchanged.
Fallen Castle Overgrowth
Trees that have the audacity to block off areas of a Fallen Castle map can now be terminated with extreme prejudice. You'll see.
Stuck Boss Mega Action Fury Bug
Some players are reporting situations where roadblock bosses don't die when they are killed, but instead stand still and don't act. If the player then leaves that area and returns, the monster goes completely nuts and takes 1000 actions to beat the player down. I have not been able to reproduce this locally! However, I've added some new checks and guards against this to prevent it from happening, we'll see if they work.
Endgame Boss Balance
Without getting into spoilers, there have been some changes made to make the fight a touch easier and less of a drag. The largest health pool boss has been reduced greatly (there was a bug giving him 5x health) and the life steal has been removed. Various important messages during the fight are now accompanied by a roar, screenshake, and BIG WORDS AT THE TOP OF THE SCREEN. Don't die.
Other Stuff
Tempo requires a 1h weapon in your main hand.
Wall jump crashed fixed, and the power no longer works in the overworld.
Max Verve bug finally fixed, no more 500 tile long Thunder strikes.
All dungeon types should properly spawn pyres for fallen heroes.
Bumping obstacles doesn't cost 100 AP.
Changing floors won't prevent resting on the first turn.
"There's danger nearby..." should no longer appear for failed rests.
Shield Block and Armor/Dodge compare now use their magic + values in the comparison.
Despair Many Foes crash fixed.
StuckCheck crash fixed.
Tried to fix FlatTileDistance -int.max crash.
Tried to fix tk_weapon_fling crash.
Tried to fix bee_valkyrie_rescue crash.
Fixed rare pathfinding crash.
Maybe possibly fixed a tooltip crash?
Running out of UI Frames won't throw an exception, but could still lead to crashes.
Fixed rare crash for creatures with charge attacks.
Finally fixed the roadblock ambush bug, where you always start in the middle of the map.
Champions or Ancient Kings don't get renamed if they kill you.
Unleashed Wizard Staves save and load correctly.
Gloves add spellpower correctly.
Dread Spire bosses don't just die on spawn anymore.
Item tossing and knockbacks should avoid clipped tiles -- If you are that person who had knocked Final Foom off the board with the Ghost Horse proc, I am so, so, so very sorry.
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v1.6 Adventure Maps ;D
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.
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Pay2Lose DLC! $4.99
Crush more monsters, get less loot, and discover all new ways to end up as bloody Triger Chow! Die of starvation, suffer crippling wounds, and watch your gear crumble into broken shards! Over 100 fine tuned difficulty options to challenge yourself, with new Leaderboards so you can dunk on your chump friends.
No new powers, no new items, just determination, suffering, and defeat. Your only rewards are bragging rights and the ability to look yourself in the mirror with a renewed sense of purpose and stremf. Pay2Lose!
Turn on new Survival and "realism" features then make them as brutal as you please.
Share your settings with friends and compete in Weekly Trials!
Make enemies healthier, have them hit harder, and give them unfair, broken powers.
Tune difficulty for Champions, Ancient Kings, Bosses and Warlords.
Gimp yourself! Poison all your potions, cap your stats, give yourself a Trick Knee.
No bonus experience, no extra loot.
Does not require a new Academy, and is compatible with Ironmans mode.
Bragging Rights
Clear the game and your Brutality score is uploaded to the Leaderboards. Take the Weekly Challenge where everyone gets the same set of options and fights as hard as they can, putting their scores on the boards too.
Speedrunners and Competitors
Set hard caps on leveling and build custom drop restrictions. Share the rules with your friends and do battle with monsters, each other, and the RNG!
Veteran Players
Mess with the rules, steel your will and return to dungeons deep. Try crazy builds hand-tuned to face down specific rules changes. Take that OP Rangermans who's been gathering dust and put him up against broken and unfair monsters!
Get Back In The Fight
Been a while? Then enjoy all the FREE updates to the Dungeonmans adventure delivered over the last three years: new masteries, the Psychomanser, class overhauls, 100+ new items, the Finite Dungeon, Fallen Castles, the Horseless Hollow, and Adventure Maps! If none of that sounds familiar, just go play Dungeonmans and buy the DLC later.
Maximum Roguelike Cleverness DLC~ 8)
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v1.7a5 ;D
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.
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.
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v1.7a8
Armor Warding
Heroes pushing into Adventure Maps of threat 18 or higher will encounter the occasional Warding Seal, magic used by Foomwardens of old to increase the power of their armor. Layer by layer, you will build up warding over time, creating a trusty set of protection that will let you charge into ever greater danger.
Warding has three different effects:
For Light 'Armor', Warding adds additional % to your Light Shield size.
For Medium Armor, Warding adds AP Gain.
For Real Armor, Warding adds flat resists to Melee and Ranged damage.
Just a heads up, the AP Gain on Medium Armor is not huge right away, so don't go feeling like Medium Armor is a must have.
Shops
Weapons with default modifiers on them, such as the variant Polearms and Wizard Staffs, will no longer show up as magical if they are not.
Buying out all of a shop's inventory will put that Shopkeeper out of business, unless...
Bug Fixes
Fired Up Rangermans powers no longer accessible without being Fired Up!
Right clicking to identify no longer dances around the fact that Identify Scrolls might not yet be Identified!
Weapon and Armor racks no longer have a chance to drop 0 loot (boring!) and can drop better loot at higher levels, including the rare legendary if you are lucky.
Status effects tick correctly when walking up/down stairs, meaning Banner particles won't get stuck on you anymore.
Salford's Sealant should no longer accidentally seal away the wrong magic on items with 3 or more stacks of the same enchant.
Foomwarden enchants can be applied correctly to Psychofocii.
Perks should only show up once in the character sheet.
Lizardmans Popes should not be able to die and leave you without a portal.
Fixed some fiddly paper doll stuff.
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Horseless Headsmans 2017 Update 8)
The Horseless Headsman Returns!
He's back (or maybe he never left) and there's a little something new this year. Spooky Adventure Maps will drop during the season, leading to all new dungeon types with new boss encounters. You can also collect Rare Mostlies, pets with unique names and a full set of class powers that have no time limit and hop back into your inventory when you change areas.
Line of Sight Improvements
Targeting powers and ranged attacks should cleaner and make more sense. Bugs that occasionally let one target see another but not vice versa have been fixed. Note that there still may be situations where you can't see a monster but they can see you, it's just that those situations won't be based on wonky LOS calculations.
Redistribution of Health
No longer targets enemies out of LOS
Improved audio/visual effects
Will sum all the health leeched and lost before applying it to the caster
Combat Changes
Wizard staves can now parry, Fists cannot.
Dungeon Dervish powers can no longer be used with fists, and require a 1H weapon in each hand.
Debug code that allowed anyone to always equip staff + 1h was still lingering in the game. Whoops. It is gone now.
Many delayed attacks -- attacks that happened as part of animations during a special power -- were NOT using the offhand. They are now.
Most status effects that require armor will go away when you change out a piece of armor, even if they are the same type.
Bug Fixes/QoL
Scrolls of Armor Ascension now properly deliver top-shelf armor mods.
UI Fix: clicking on consumables in hotbars while the Use Item window is open won't toss your items in the trash.
Status Effect display should be a little more responsive when removing effects.
The "Belt" slot, that little box in the bottom right, no longer accepts any items. It will again soon!
Deep Rolled the Thunder is no longer usable in the Overworld.
Certain legendary items that weren't showing up in the Armor tab will do so now.
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v1.7.12
1.7.12 is live and DUNGEONMANS SHOULD BE PLAYABLE AT 4K RESOLUTION.
FINALLY. HELP MY CAPS BUTTON IS STU ok ok phew.
What happens now is that the game resolution caps at 1920x1080, and will fill your monitor at that size. Meaning the UI should be readable, and there won't be a million miles of empty space in the backpack UI when you open it.
Dungeonmans Works on 4K Monitors Now
Did you scroll past that first paragraph? You should not.
Small Mouse Changes
Mouse behavior for movement has changed slightly. The biggest change is that no action executed adjacent to you will result in more than one move/step/action. Previously it was possible to click once and step more than one step, or attack and then move, both of which were unintended actions that have cost players many HP in damage when surrounded.
Note that moving the mouse away and holding it down will still make your hero run. However, even then, once your hero reaches the mouse, you'll stop moving. Before, you'd do a silly dance.
Almanac News!
There will be a full post about this later, but new Almanac content has been added. Two (or three? I already forgot) more layout pages with real actual bestiary information on Bandits, Punks, Snakes, Undeads, and Warlords.
There's also a 40+ page document of work-in-progress Almanac writing that reads like the actual Almanac would read. If you really dig on the Almanac, check it out.
Join the Discord and talk about the game / yell at me
This is the best place to get dmans updates as well as bug fixes, advice, science, and discussion of the best Final Fantasy, which is 12.
https://discord.gg/0tYnHDpQ7v9rViPD