Author Topic: Guild of Dungeoneering (now at Ice Cream Headaches DLC) $  (Read 9096 times)

getter77

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Guild of Dungeoneering (now at Ice Cream Headaches DLC) $
« on: July 14, 2015, 04:52:32 PM »
http://store.steampowered.com/app/317820  $14.99 Win

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Guild of Dungeoneering is a turn-based dungeon crawler with a twist: instead of controlling the hero you build the dungeon around him. Using cards drawn from your Guild decks you lay down rooms, monsters, traps and of course loot!

Become the ultimate Dungeon Master as you bribe, entice and coax your heroes through their adventures on a quest to restore your guild to its ultimate glory!
Guild of Dungeoneering is a turn-based dungeon crawler with a twist: instead of controlling the hero you build the dungeon around him. Using cards drawn from your Guild decks, you lay down rooms, monsters, traps and of course loot! Meanwhile your hero is making his own decisions on where to go and what to fight. But will he be strong enough to take on the dungeon's overlord? In between dungeon runs you manage your Guild, building new rooms to attract new classes of adventurer and to expand your decks of cards with more powerful items and events.

Features
•   Restore your guild to its former glory as Dungeon Master by taking control of your fledgling group of heroes and leading them to victory! (after admitting to a few defeats of course)

•   Entice, coax and bribe your heroes to clear the dungeons you build by strategically placing rooms, monsters and loot from the cards you are dealt

•   Get to know each of your hero’s personality and traits, upgrade your existing heroes, and add new heroes while you try out new strategies to keep from sending them to their doom!

•      Manage your guild well and spend your hard earned ‘glory’ wisely to level up and unlock more rooms and equipment. Improving your guild means you’ll have a better chance at beating the harder dungeons as you progress and take down the ultimate dungeon overlord.

Looks like quite a nice twist on the classic formula with a sense of style to boot.   8)
« Last Edit: October 28, 2016, 12:24:13 PM by getter77 »
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Re: Guild of Dungeoneering (now available) $
« Reply #1 on: July 14, 2015, 11:46:29 PM »
Seems be inspired by Dungeoneer boardgame :) It may be interesting.

getter77

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Re: Guild of Dungeoneering (now st v1.03 ARRP) $
« Reply #2 on: September 18, 2015, 08:52:41 PM »
v1.03 ARRP and back a bit   8)

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Class Previews
- You can now view a full breakdown of what each class does before you unlock it! You can see their six card starter deck, health, and any special traits. Just click into an upgrade and then on the class card.
- You can also click into the dungeoneers tab and click on one already in your guild to remind yourself of their details.

Improved Win/Lose screen
- The screen you see when you win or lose a quest has been significantly improved. You'll see an itemised breakdown of your gold gains, plus see exactly what special things you may have unlocked (like trophies, the graveyard, etc)

Trophy Room upgrade
- The trophy room has had some nice furniture brought in! Cozy! You can click on it in your guild to look around.
- There is now a journal on a stand in the Trophy Room. Click on it to re-read any story popups you've unlocked.

More Music!
- We've upgraded the number of music tracks you'll hear while in dungeons from four to TEN. There's also a special track that you'll only hear in the Jungle and another you'll only hear in the Dwarven Mines.
- PLUS all ten tracks now have a special variation that you'll hear during battles. Oh, the dynamism!
- While we were at it, we fixed an issue where muting music in the settings sometimes made it impossible to unmute it.
- And we'll tell you the name of the song now playing at the top left of the screen when it starts
- Finally, the rather amazing Dungeoneering Mania track from our launch trailer plays over the credits now. Seriously, check it out.

Class Obsolescence
- Aren't all dungeoneer classes fun? Wouldn't it be nice if the lower tier dungeoneers still had a chance in the harder regions? Well here's our first attempt at that.
- All tier 2 classes have had their base health reduced by -1, and tier 3 classes have had their base health reduced by -2, so all dungeoneers have similar health totals.
- Now when you reach the Jungle you are awarded a new decorative room (the Fountain) to place in your guild which gives ALL dungeoneers +1 health. And when you reach the Mines you get another one (the Garden) which has a cumulative +1 health effect.
- This means the lower tier classes should be a little bit more viable, though still weaker than the T2/T3 classes - as their starting deck remains weaker.

General Bugfixes
- Barbarians now have wrinkles. Because they are so OLD
- Tidied up how we show your hand and your health when you get a LOT of cards/hearts
- Fixed some craziness with health display in the new animation system, especially seen with self-damage combined with heals (that's YOU most holy grail knight)
- Fixed some issues with Retribution, Sluggish and Bulwark traits
- Hitting ESC in combat no longer has the options screen appear behind the combat screen
- The first tile placed for you in the first tutorial mission can no longer have a mysterious fountain on it
- No more building rooms below your guild's main entrance
- Paper Shield works as you expect when you have no cards in hand, now
- Fixed a game hang caused by partial blocking of Mime special cards
- No more poking your dungeoneers behind other windows in the guild
- Fixed a rare occasion where a boss would get stuck halfway to their starting room
- Fixed an issue with Reflecting Ray + queued damage
- Cursed Bow trait correctly called 'Decay', not its old name 'Meaty'
- Fixed an issue where cards weren't being correctly shuffled when your discard pile cycled back into your deck


Quote
Achievements
- We've added 49 fun achievements. Very few of them are of the 'do X normal things' variety. I hope you like them. There are even two special hidden achievements for you to figure out. You can see the full list of achievements here. NOTE: YOU CAN'T GET THESE ACHIEVEMENTS UNTIL V1.02 IS LIVE

Battle screen animations + sounds
- This is to both spruce up battles so they are a bit more fun AND to help explain some mechanics better, like quick, unblockable, magical vs phsyical attacks, blocking, etc! This includes the much-missed Fury trait!
- We've also added an option to disable this new battle animation system if you don't want to see it

Bugfixes
- the graveyard is now properly infinite! Finally room for all your failures \o/
- write save file to temp file first, then if successful copy over existing save data. Should prevent rare case of blanked save games.
- fixed issue when in windowed mode the hover target area was wrong in the trophy room / graveyard
- PROPERLY fixed the spooky ghost card that remained on screen when you clicked the 'you died' popup too quickly (we hope! maybe this bug will haunt us forever)
- fixed issue with wrong alignment on really-big-resolution widescreen monitors
- windowed mode now also allows you maximise the window to have a full-screen-with-chrome window
- fix a couple of crashes around leaving the tutorial too early
- added missing tier 1/2/3 labels in unlock screen

Trading Cards
- Collect up to 8 sweet trading cards featuring 4 monsters and 4 dungeoneer classes. We've also added badges, emoticons and profile backgrounds to collect.

Windowed Mode
- In the options screen you can now toggle between fullscreen and several windowed resolutions.

Balance Changes
- Tweaked a few of the monsters in the Azca Jungle to be ever so slightly easier. Specifically reduced the prevalance of discard-effects, toned down a couple of monster attacks, and reduced the hp by 1 of a few level 1 and level 2 jungle monsters. PIXIES AMIRITE!? (the specific changes made are here)
- Tweaked the eyeball charm so it is different to the dead lizard charm. Maybe we should add a dead lizard's eyeball charm?

Bugfixes
- removed the 'backtracking' penalty on the dungeoneer AI. Previously they really didn't like going back to the room they were last in. We've decided this causes too many WTF moments and have removed it. Big explanation of how dungeoneer AI/pathfinding works can be found here.
- added a check for rooms you have unlocked but haven't placed when entering your guild. Previously you could unlock a room but not place it anywhere and instead quit to menu. When you came back your room was gone forever. Now you will be prompted to place them again.
- fixed some issues with wrong text on dungeoneer obituaries
- tweaked our code for buttons to help with the occasional problem where you need to click multiple times on buttons to get a response
- fixed a rare crash bug when trying to trigger idle chat in guild mode while you had no heroes
- fixed a number of bugs where you could trigger a double-click on two different elements in the guild at once
- fixed a bug with clicking to dismiss the 'you died' popup too quickly causing a ghostly hero card to float above your guild. OOOooooooOOOOooo. Spooky.
- cancel card-placement if you enter the option screen by hitting ESC in the middle of dragging a card
- better positioning of 'you gain / you lose' labels in the loot screen. No more hiding behind those tooltips guys!

Bonus
- we changed the description of the game on the store page to include the fact that it runs at 30FPS
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getter77

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Re: Guild of Dungeoneering (now at Pirate's Cove DLC) $
« Reply #3 on: September 24, 2015, 04:47:54 PM »
Pirate's Cove  $4.99 if not an early pre-order as per below:

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Guild of Dungeoneering: Pirate’s Cove is now available to play!
Bonus: if you preordered the base game before launch on July 14th you should now have received this expansion for FREE. Check your steam account! If you didn't then worry not you can pick it up right here.

Guild of Dungeoneering: Pirate’s Cove is the first Adventure Pack we have created for Guild of Dungeoneering. What’s included?

A new region of the world to explore with 21 new quests to take on, all set in a new watery cave tileset
Rescue 3 new classes of dungeoneer to adventure with: the Drunken Sailor, the H20mancer and the Swashbuckler.
Battle 29 new monsters including Merfolk, Giant Crabs, Three-Headed Monkeys and of course more pirates than you shake a wooden leg at!
Find 27 new equippable items like the Eye Patch, the Barrel O’ Rum, or the Newspaper Hat.
Listen to a brand new background track & 5 new musical asides from the Bard
This represents about one third more content compared to the base game.


Where do you find Pirate’s Cove ingame?
To find the entrance to the Pirate’s Cove region you need to first reach the Jungle in the main game. Once there you will find a Pirate’s Map that unlocks the new region.

The reason for this is that difficulty-wise the new quests and monsters are at the same tier as the rest of the jungle area. Think of these new quests as an optional extra area within the Jungle (that is about the same size again as the Jungle itself).

While adventuring in Pirate’s Cove you will have the opportunity to rescue the three new classes of dungeoneer to permanently unlock them for your guild. This is a change from how classes are unlocked in the main game (paying for them with gold).

If you have previously beaten the game and just want to check out the new quests straight away we’ve added a shortcut. When you start a new game simply choose the ‘Jungle Shortcut’ option and we’ll skip the whole Grasslands starting region and land you straight into the Jungle.

How does it tie into the existing Guild of Dungeoneering experience?
The idea of the Adventure Pack is to extend the entire Guild of Dungeoneering experience. It’s not just a standalone series of quests to take on. The main mechanism for this is all the new equippable loot you can find.

All of the loot included in Pirate’s Cove can be found anywhere in Guild of Dungeoneering, not just in the new region. We’ve split up the Pirate’s Cove loot between all the existing Guild upgrades that add loot, plus thrown some of them into the starting loot deck. So you will be finding new Pirate’s Cove loot throughout your game, unlocking new pieces as you unlock loot upgrades for your guild.

For example this is the Steel Anvil upgrade which unlocks four new items in the base game. If you have Pirate’s Cove installed a further two are added.

Show us some of the new classes!
Sure thing! First the Drunken Sailor. Their defining feature is the new ‘Rum’ trait: the first time they reach exactly one health in each combat they will swig their rum and heal themselves for two. This is an interesting twist because you want to reach exactly one health to avail of it, which can be risky!

Their starting deck also has a couple of attacks that do self-damage. Turn this disadvantage into a way of triggering Rum exactly when you want it to be successful with the Drunken Sailor!

What about the H2Omancer? This magic based class uses a new battle mechanic called Recycle. The H2Omancer’s cards have self-recycle, but you’ll also find some enemies that cause you to recycle as part of their attacks. A recycle makes you discard a card at random but lets you draw a bonus card to replace it. It can be bad (losing a key card you need to win the next turn) or good (turn that stupidity card into something good, or to dig through your deck for your power cards quicker).

The H2Omancer also has a ‘High Tide’ trait that interacts with the recycle ability. Whenever you have 4 or more cards in your discard pile the enemy you are facing gains the ‘Predictable’ trait, letting you see the card on top of their deck that they will be playing next turn!

I’ll leave the details of the third class you can find in Pirate’s Cove, the Swashbuckler, as a surprise for you. I will say if you enjoyed the Bruiser’s playstyle you’ll also like the Swashbuckler!

Thanks again for your continued support and we hope you enjoy this new content!
Colm Larkin
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getter77

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Re: Guild of Dungeoneering (now at v1.04 Pirate's Cove DLC) $
« Reply #4 on: October 01, 2015, 01:01:51 PM »
v1.04

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Pirate's Cove quest changes
- Skull Cave, Quest 3: Tweaked level layout so you can choose to reach the boss before the end of the countdown.
- Broken Boat, Quest 2: Shortened the quest by simplifying starting layout and changed the objective from 4 to 3 Giant Crabs.
- Sand Fortress, Quest 1: Slightly tweaked the layout to reduce backtracking. Objective changed from 4 to 3 Giant Crabs.
- Sand Fortress, Quest 2: Removed corridor tiles beside starting point to give the players more freedom in designing the layout of their dungeon and avoid frustration in the early turns.
- Big Booty, Quest 3: Tweaked level layout so you can choose to reach the boss before the end of the countdown.
- Waterfall Bay, Quest 1: Tweaked the layout so there's an easier way to reach the pearls that doesn't require as much backtracking

Pirate's Cove balance & additions
- H2Omancer trait 'High Tide' changed to trigger when your discard pile has 3+ cards in it (was 4+)
- Oarsman L1 monster had health reduced by 1
- The final quest now has lovely ocean tiles around the pirate ship
- We added a bunch of sound effects for all the new monsters (when placed)

OST upgraded
- For owners of the OST (included in the Deluxe edition) we've added three songs to it. There's two variations of the new Pirate's Cove background tune (Monkeying Around) plus the special pirate shanty from our trailer (Sailing Away To Pirates Cove). You get these even if you don't own the expansion!

General Bugfixes
- Fixed the cartomancer Rules Lawyer trait, it's now working again
- Fixed a crash when some stolen cards were played by monsters (particularly the Refresh card)
- Fixed a crash when double clicking the return to guild button in win/lose screen
- Fixed boss taking two turns in a row when he's chasing you AND there were other monsters moving around
- Fix for journal oddness when only just placed
- DoTs like burn/bleed were disappearing when temporary traits were reset (eg 1-turn Conceal)
- Brought back the detailed battle card tooltips appearing above cards when you are examining loot in the loot screen
- A number of fixes for memory issues which were causing crashes after playing for a while
- Retribution damage can now gain +1 from a monster with Mundane
- Quest music was starting in battle mode after a death
- Fixed a crash with clicking on the bookstand in the trophy room when it was already open
Brian Emre Jeffears
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Re: Guild of Dungeoneering (now at v1.05) $
« Reply #5 on: November 17, 2015, 04:08:17 PM »
v1.05
Quote
Hi folks!

We have been working away on some new features & fixes for the game.

Full patch notes are below and our roadmap for future work is here. Our next patch after this one will be all about 'endless mode' - more news on that soon.

As always, thanks for your continued support!
Colm

Battle Scars
We specifically designed Guild of Dungeoneering to not overly punish failure. You can never 'lose' the game (even if your graveyard becomes increasingly crowded) and you have unlimited dungeoneers available to throw at dungeons. However this does mean you are never attached to any particular dungeoneer. Even adding features like naming your dungeoneers, or giving them a unique hairstyle didn't quite fix this. So we're trying something new. Hopefully this leads to a little more attachment & unique story for each dungeoneer.

Dungeoneers now gain Battle Scar traits over time, as they survive dungeon runs. New dungeoneers are always 'blank' and exactly alike. But as they complete quests they gain battle scars that can be good or bad. Here's the possible scars you can gain:

- Hard-headed (+1 hp, -1 card)
- Head injury (+1 stupidity)
- Veteran (+1 blade)
- Scarred (+1 crush, -1 hp)
- Injured (-1 hp)
- Zealot (+1 Holy, -1 loot choice)
- Scrounger (One loot choice is of a higher level than normal)
- Gullible (One loot choice is of a lower level than normal)
- Hubris (same pathing change as Barbarian's deathwish, without the bonus hp in battle, description: 'Convinced they cannot lose. Seeks out higher-level monsters')
- Fountain addict (fountain pathing bonus, first tile card each turn always has a fountain)
- Tricksy (start quest with level 1 loot choice)

Got feedback on battle scars? I'd love to hear about it here.

Boss Rematch
Once you completely clear out any of the regions in the game (grasslands, jungle, mines & pirate's cove) you unlock the option to replay levels in that region.

A new 'boss rematch' overlay appears on the map which will give you a random bossfight from that region. If you find you are stuck on a new region for any reason this is a great way to earn some gold from a previous region. This will also make it possible to unlock pirate's cove with a savegame that has previously finished the jungle region (just find the pirate map in a jungle boss rematch quest).

Dungeoneer Rehiring
Dungeoneer rehiring is no longer instant. When you lose a dungeoneer it now takes time to find a replacement. You will need to attempt a quest with one of your other dungeoneers before a replacement arrives. Chumps, however, are ALWAYS available immediately!

Designwise this is again to give a little more downside to failure (though temporary) and to encourage you to try some more classes. If you only just reached a new region (eg, the jungle) and only have one class from that tier, you can avail of the new boss rematch feature with your other classes while you wait for your replacement.

Stability, Crashes & Memory
Game stability has massively improved. We did another huge pass on cleaning up how we use memory. This should help prevent crashes people were seeing, especially around creating really big dungeons. We've also added a new option to use lower-quality art assets for folks who are seeing this issue often.

Card play improvements
As well as dragging cards from your hand to the board you can now also click on them once, then click again where you want to place them (particularly handy with laptop trackpads where dragging was awkward). Also, as you are placing a card we now show a little rectangle in your hand where the card was, so you can drop back onto this to cancel without fear of accidentally placing it in a valid spot on the map underneath it.

General Bugfixes
- moved objectives area to top left and cleaned it up a lot
- made separate volume controls for SFX / music / bard. No more master volume
- laid out options screen a little better
- can now rename dungeoneers at any time (click into dungeoneers in your guild, click on one, then click on their name)
- only pan view to talking character if they are offscreen (previously would always center on them)
- chat bubbles can be to left OR right to fit on screen at edges
- improved how we trigger all tooltips (now checks if the mouse has stopped moving before triggering them)
- added a low-resolution graphics mode to the options screen. Use this if you are crashing a lot or having performance problems.
- added small click sound effect to mouse clicks
- removed delay on returning to guild before rooms appeared
- fixed occasional issue where traits area in battle screen was blank
- when battle icon animations are turned off, we now still show the icons just without animation (was blank previously)
- fixed issue where monster's attack card would stop having a tooltip when your hand got too big
- made it possible to choose no blessing if you want. Added a carousel effect to swapping blessings/dungeoneers
- all tooltips referencing 'hp' now use the heart icon
Brian Emre Jeffears
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getter77

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Re: Guild of Dungeoneering (now at v1.06) $
« Reply #6 on: February 16, 2016, 06:03:00 PM »
v1.06
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Battle Scars Revamped
I knew when we added Battle Scars in v1.05 that it was a big change to how things worked, so I specifically asked for feedback. Thanks to all of you who gave feedback on this new feature. We have now revamped how battle scars work.
Less scars: a dungeoneer can only gain two scars max
More variety: we've expanded the list of possible scars, particularly to bring in more magic-focused ones
Less frustration: no more purely-negative scars
Evolving scars: most scars now have an [Early Stage] version that soon upgrades into the [Final Stage] version.
As usual new dungeoneers are fresh-faced without any scars. Winning quests gains you scars until you have two, then evolves one scar per win (if you have any early stage ones). So the progression will always be:
New hero -> first scar -> second scar -> evolve random scar -> evolve 2nd scar

This means that the Early Stage version of any scar will only ever be around for 1-3 quests. Given the lifespan of dungeoneers I think this is going to work well.

Here's the new scar list:
- Hard-headed (+1 hp, -1 card) [Early Stage]
[Final Stage] becomes +2 hp, -1 card
- Punch drunk (+1 stupidity) [Early Stage]
[Final Stage] adds to above: stupidity cards now do: block-1-any
- Hulking (+1 hp) [Early Stage]
[Final Stage] becomes +1 hp, +1 stupidity
- Flesh Wound (-1 hp) [Early Stage]
[Final Stage] becomes: -1 hp, gain Tenacious trait
- Scrounger (One loot choice is of a higher level than normal) [Early Stage]
[Final Stage] adds to above: Can no longer take treasure instead of loot
- Gullible (One loot choice is of a lower level than normal) [Early Stage]
[Final Stage] adds to above: +1 to all gold gained from treasure
- Hubris (same pathing change as Barbarian's deathwish, without the bonus hp in battle, description: 'Convinced they cannot lose. Seeks out higher-level monsters') [Early Stage]
[Final Stage] adds to above: +1 hp vs higher-level monsters.
- Fountain addict (fountain pathing bonus, first tile card each turn always has a fountain) [Early Stage]
[Final Stage] adds to above: immune to negative fountain effects
- Tricksy (start quest with level 1 loot choice) [Early Stage]
[Final Stage] adds to above: No gold gained from treasure
- Pyromaniac (+1 fire) [Early Stage]
[Final Stage] adds to above: gain Burn trait
- Paranoid (+1 armour) [Early Stage]
[Final Stage] adds to above: +1 stupidity
- Veteran (+1 blade)
- Scarred (+1 crush)
- Zealot (+1 Holy)
- Mystical (+1 Arcane)
- Naturist (+1 Growth)
- Agile (+1 Swift)

To keep things simple, all old scars will be wiped with the release of this patch.

Turbo Mode
You can now enable Turbo Mode in the options screen to have EVERYTHING happen at 3x speed in the game. Animations, pauses to let you read dialogue, everything will zoom by at this new speed. I wouldn't recommend it for new players as you will miss a lot, but it will be a huge relief I think to people who are replaying or trying out for one of the more difficult achievements.

Ultrawidescreen Support
The game should now work nicely fullscreen (or windowed) even if you have a crazy-wide 21:9 display.

General Bugfixes
- fix for quest-breaking bug if a monster pickpocketed your barbarian's withstand and then used it against you
- fixed a problem with the 50+ tile dungeon achievement not triggering correctly
- fix for an issue if you had a card about to be placed and clicked on the options cog
- fixed a crash if you had the fountain that buffs your unblockable attacks and used an unblockable magic attack
- fixed an issue with monster names in the battle screen that spanned two lines (three-headed monkey, anyone?)
- fixed bug with dice vs conceal not getting +dmg
- sound effects in battle weren't respecting the SFX volume you had selected
- fixed a display bug around opening and closing the boss rematch window several times quickly
Brian Emre Jeffears
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Re: Guild of Dungeoneering (now at v1.07) $
« Reply #7 on: June 06, 2016, 10:27:18 PM »
v1.07
Quote
Hi folks!

We have some new fixes and features for Guild of Dungeoneering! This patch is just getting tested right now and should be ready for release early next week. Edit: it's out now!

Full patch notes are below and our roadmap for future work is here.

As always, thanks for your continued support!
Colm

Improved framerate: 60FPS!
During the last six months of working on the mobile version of Guild of Dungeoneering we've had to do a LOT of optimising of the game to get it to run smoothly. Fortunately the way we've done it has meant we get those performance improvements for the PC/Mac version too!
This means that we've been able to set the framerate of the game to a lovely, smoooooth 60 FPS. Yum!

Battle Scars now optional
After much thought we've decided to make the battle scars feature optional. If you don't like it you can pop into the options screen and turn off 'gain battle scars'. No new scars will be generated (though existing scars will remain). Remember though when our high-score challenge mode Trophy Trials comes out you won't be able to to turn off scars during trials!

Added: aspect ratio tweakable via launch options
The available windowed screen resolutions in game are currently locked to the aspect ratio of your screen. This may not always be desirable, particularly if you have a wide monitor setup, so you can manually force the game to use a different aspect ratio by using launch options.
In Steam, right-click on the game in your Library, then select Properties. On the General tab, click Set Launch Options, then enter the following text:
aspectRatio=16:9
Click OK, then close the Properties window. When you now start the game it will use the aspect ratio defined instead of your current screen setup. The aspect ratio set can be whatever you want, be it 16:9 as above, 4:3 or even 11:7, as long as the two numbers are whole numbers.
For the moment the vertical resolutions are still locked to 720, 1080 and 1440, but the aspect ratio will determine the horizontal resolution.

General Bugfixes
- fixed monsters with thief trait always moving out of dead ends, even without treasure nearby
- better card responsiveness in battle when you have lots of cards at once
- pirates cove quests that spawn a treasure room once you find a map should now place it in a more sensible spot
- player and monster battle cards were all labeled as 'fire 1' or 'growth 1' regardless of which card number they actually were
- various small fixes for things that didn't work quite right when turbo mode was on
Brian Emre Jeffears
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Re: Guild of Dungeoneering (now at Ice Cream Headaches DLC) $
« Reply #8 on: October 28, 2016, 12:25:27 PM »
Ice Cream Headaches DLC $4.99

Quote
"It's a heatwave! This is awful, I'm sitting here in a puddle of my own sweat. At least I hope it's sweat.

There’s more than a hint of morgue in the air, some older townsfolk are keeling over from exhaustion and dehydration, Fire Demons are running rampant in the outer villages.

Worst of all, I can’t even get my favourite ice cream. It’s so unfair. Why does everything bad happen to me?”

It’s time to send some chumps out to do your dirty work, namely fetch some ice cream. Things get a bit complicated when it turns out the Ice Cream Monks are under siege from Brainiacs intent on destroying all the ice cream. I guess we could team up with them… but maybe there’s a way to turn this situation to the Guild’s advantage?

More quests, monsters and bosses!
Explore the snowy mountains, visit the ice cream monks, battle new monsters like the Slushie Elemental and the Pygmy Mammoth!

Find new Dungeoneers for the guild!
Recruit three new classes of dungeoneer with the Yodeller, the Ice Cream Monk, and the Snowitch.

Loads of new loot!
24 new pieces of equippable loot to be found throughout Guild of Dungeoneering makes for huge replayability. Expand the full game with these new items.

More Bardic tunes
It’s the bard that everyone loves to hate! And he’s back with some more tunes to accompany your successes… and your failures.

Favour: a new way to play
Ice Cream Headaches brings an important new mechanic into play called Favour.

Any time you draw a room or corridor tile it may have a Rune of Fate inscribed on it. Place this in the dungeon and defeat a monster there to gain Favour with the Fates.

Favour can be spent any time during the dungeon run on powerful card-manipulation effects. You could draw extra cards in battle or even remove one of your weaker cards from your deck for the rest of the quest.

This adds a whole new strategic element to dungeon creation as you match up Runes with where you want your dungeoneer to go. And once you build up some Favour you there are more strategic decisions to be made about how and when to best spend it!
Brian Emre Jeffears
Aspiring Designer/Programmer/Composer
In Training