Author Topic: Dungeonmans (now at v1.7.12 4K And Stuff)$  (Read 44740 times)

getter77

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Dungeonmans (now at v1.7.12 4K And Stuff)$
« on: April 14, 2014, 04:18:04 PM »
http://www.dungeonmans.com/ 
http://store.steampowered.com/app/288120/

$14.99

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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.


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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)
« Last Edit: December 21, 2017, 08:36:25 PM by getter77 »
Brian Emre Jeffears
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Re: Dungeonmans (now at Balpha!)
« Reply #1 on: April 15, 2014, 03:37:53 PM »
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.
Build a man a fire, and he'll be warm for a day.
Set a man on fire, and he'll be warm for the rest of his life.

getter77

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Re: Dungeonmans (now at Balpha v2.01s!)
« Reply #2 on: April 22, 2014, 06:39:38 PM »
v2.01s   

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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.
Brian Emre Jeffears
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getter77

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Re: Dungeonmans (now at Alpha v2.02) $
« Reply #3 on: May 07, 2014, 10:27:52 PM »
Alpha v2.02

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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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getter77

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Re: Dungeonmans (now at Alpha v2.02) $
« Reply #4 on: May 29, 2014, 12:15:30 PM »
Now on Steam Early Access  8)

http://store.steampowered.com/app/288120/
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Re: Dungeonmans (now at Early Access v1.0c) $
« Reply #5 on: May 31, 2014, 12:15:24 AM »
Early Access v1.0c

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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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getter77

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Re: Dungeonmans (now at Early Access v1.1) $
« Reply #6 on: June 17, 2014, 12:30:10 AM »
Early Access v1.1

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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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Re: Dungeonmans (now at Early Access v1.1) $
« Reply #7 on: June 18, 2014, 08:57:59 AM »
Wiggle Dance!  :D     ;D     :)

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Re: Dungeonmans (now at Early Access v1.2) $
« Reply #8 on: July 01, 2014, 11:46:36 PM »
v1.2

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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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getter77

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Re: Dungeonmans (now at Early Access v1.3) $
« Reply #9 on: July 15, 2014, 08:47:46 PM »
v1.3

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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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getter77

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Re: Dungeonmans (now at Early Access v1.4) $
« Reply #10 on: July 29, 2014, 03:47:02 PM »
v1.4

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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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getter77

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Re: Dungeonmans (now at Early Access v1.4.1) $
« Reply #11 on: August 12, 2014, 08:23:47 PM »
v1.4.1
Quote
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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getter77

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Re: Dungeonmans (now at Early Access v1.5) $
« Reply #12 on: August 26, 2014, 01:56:45 PM »
v1.5

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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.
Brian Emre Jeffears
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Re: Dungeonmans (now at Early Access v1.5.1) $
« Reply #13 on: September 09, 2014, 06:43:42 PM »
v1.5.1

Quote
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
Brian Emre Jeffears
Aspiring Designer/Programmer/Composer
In Training

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Re: Dungeonmans (now at Early Access v1.5.2) $
« Reply #14 on: September 30, 2014, 06:01:18 PM »
v1.5.2

Quote
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.
Brian Emre Jeffears
Aspiring Designer/Programmer/Composer
In Training