Author Topic: Dungeonmans (now at v1.7.12 4K And Stuff)$  (Read 44735 times)

getter77

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Re: Dungeonmans (now at v1.6 Adventure Maps)$
« Reply #30 on: April 23, 2015, 12:56:26 AM »
April 22~

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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.
« Last Edit: May 29, 2017, 06:05:12 PM by getter77 »
Brian Emre Jeffears
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Re: Dungeonmans (now at April 22 update)$
« Reply #31 on: May 03, 2015, 05:40:08 PM »
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

getter77

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Re: Dungeonmans (now at BETA v1.2)$
« Reply #32 on: May 06, 2015, 12:31:34 PM »
BETA v1.2

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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.
Brian Emre Jeffears
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getter77

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Re: Dungeonmans (now at Psychomanser!)$
« Reply #33 on: June 12, 2015, 01:09:29 PM »
Psychomanser Update!   8)
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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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Avagart

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Re: Dungeonmans (now at Psychomanser!)$
« Reply #34 on: June 12, 2015, 04:02:06 PM »
Meh, it's great game, but I'm experiencing graphics glitches in every version :(

getter77

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Re: Dungeonmans (now at Psychomanser!)$
« Reply #35 on: June 18, 2015, 10:20:31 PM »
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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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getter77

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Re: Dungeonmans (now at Fightamin D!)$
« Reply #36 on: September 25, 2015, 10:21:48 PM »
Fightamin D!   8)

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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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getter77

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Re: Dungeonmans (now at v1.3b)$
« Reply #37 on: February 17, 2016, 10:14:26 PM »
v1.3b

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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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Re: Dungeonmans (now at IRONMANS)$
« Reply #38 on: April 26, 2016, 02:20:26 AM »
IRONMANS CONTENT UPDATE  8)  :insert the destined musical riff in your hearts and minds for you know it to be applicable:

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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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getter77

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Re: Dungeonmans (now at Southern Gentlemans)$
« Reply #39 on: June 02, 2016, 09:09:45 PM »
Southern Gentlemans   8)

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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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Re: Dungeonmans (now at Southern Gentlemans v1.4.1)$
« Reply #40 on: June 30, 2016, 01:19:57 AM »
v1.4.1 Bugfix and Balance   :)
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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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Re: Dungeonmans (now at Wizard's Hollow v1.5!)$
« Reply #41 on: October 25, 2016, 07:53:03 PM »
v1.5 Wizard's Hollow 8)

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

getter77

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Re: Dungeonmans (now at March Bugfix Build Part 1)$
« Reply #42 on: March 21, 2017, 03:53:52 PM »
March Bugfix Build Part 1   8)

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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
Brian Emre Jeffears
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getter77

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Re: Dungeonmans (now at v1.5.1)$
« Reply #43 on: March 28, 2017, 10:12:41 PM »
v1.5.1   8)

Quote
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.
Brian Emre Jeffears
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getter77

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Re: Dungeonmans (now at v1.6 Adventure Maps)$
« Reply #44 on: May 29, 2017, 06:06:29 PM »
v1.6 Adventure Maps  ;D

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