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Genre: Role-playing (RPG), Simulator, Indie

Adventurer Manager

Build 0.7.20 - Huge UI Update, Aging & Retirement, Updated Notification System, and over 150 SFX!

This latest update to Adventurer Manager brings some new features and some much needed polish to the game as we move closer to our release on December 4th.

Features

  • Adventurer Aging & Retirement!

    • Adventurers now age as time passes.
    • When Adventurers reach the age of 57 they are eligible for Retirement which allows mentoring another Adventurer for a transfer bonus of attribute points, half the university points they have accrued, and XP based on their current level.
    • Once retired, an Adventurer remains in the Adventurer list until they die of old age.
    • Also at the age of 57, an Adventurer has the chance to die of old age which increases dramatically as they reach the age of 90. If an Adventurer dies before being retired then they lose the ability to mentor another Adventurer and are permanently dead and moved to the Graveyard.

  • New Notification System!

    • The notification scroll has been revamped and consolidated into a new persistent Notification section.
    • All major events such as retirement, death by age, invasions, university training, auto adventure completions, and castle upgrades all appear in the notification section.
    • Certain events like completed University Training and Castle Upgrades allow clicking on them to transport you to those menus for faster access.
    • There are a max of 50 events that can be tracked which are saved between game sessions.
    • Events can be cleared manually with the Clear All button.


Gameplay

  • Towns that are sacked by an Invasion are now inaccessible for 48 hours game time and display a visual indicator on the world map.
  • Resting has been revamped. Adventurers now regain Endurance every in-game hour that they are not adventuring. Inns have been removed from the game.

    • Allegiance, Castle, and University training all still reduce the time needed to fully recover Endurance.

  • Many monster skills, classes, and mutators were changed or adjusted.
  • The number of mutators a monster has now increments more gradually as dungeon level increases.
  • Monsters no longer spam their Skills until they run out of Energy. They now use more basic attacks.


Art

  • All UI elements in the game received a complete overhaul making it much more streamlined and consistent across the board.
  • The Graveyard has been updated with new gravestones that reflect the class of the dead Adventurer.


Sound

  • Added sound effects to nearly all Adventurer attacks and skills in the game!
  • All monsters now have an attack sound!


Bugs

  • Fixed a bug causing Skill buttons to not factor in energy cost adjustments when toggling them enabled or not, even though using it would use the correct amount of energy.
  • Fixed a bug causing Attribute point Respec to grant 5 extra points.
  • Fixed an issue with the graveyard where it would not allow more than 13 dead Adventurers.

AM Devlog #10

Hello!

Welcome to the 10th edition of AM Devlog! AM Devlogs are weekly (when we don't patch) updates on the development progress of Adventurer Manager. These Devlogs highlight our philosophy of the importance of development transparency and player feedback.


We are officially on the home stretch to launch! We have one more big surprise feature to bring to you before we transition to full-time polish and bug fixing. That doesn't mean we aren't already polishing the game. Well, let's dive in!

Aging & Retirement

When we introduced an in-game calendar it would seem odd that no Adventurers would age out and die if you played for hundreds of years. With that, we are bringing you Adventurer aging in the next patch! When Adventurers are hired they will have a birth date. Every year that passes they will age by one year starting as an Adult from age 18. As they continue to age they will transition into different age categories. These are Adult, Middle-aged, Senior, and Old. As they age they will receive penalties to their Attributes. Once they reach the Senior level they will have a chance of dying every year that increases with each new year. Once an Adventurer dies, they will be sent to the Graveyard and be unresurrectable. Finally, we have our Permadeath mechanic in place!

Fret not though, there is a way to make sure your Adventurer does not die in vain. Once the Adventurer reaches Middle-aged a new button will be usable from the Character Window called Retire. When you choose to Retire an Adventurer, a pop-up appears that shows your Retiring Adventurer on the left and an Adventurer silhouette on the right. You may click the silhouette on the right to choose any Adventurer to receive a mentoring bonus. When an Adventurer retires they pass on 3 things: Levels, University Points (free points to be spent in the University), and Attribute points. These three transferable bonuses will allow you to jump-start a new Adventurer to continue playing but with the possibility of even more power due to the free Attribute bonuses. Additionally, the amount of transferrable mentoring increases with the Retiring Adventurers Level and Age. So for instance, a level 50 Adventurer that Retires at the minimum Retirement age of 41 will not transfer nearly as many points as one that Retires at level 50 and age 75. This is a risk though, because as I mentioned previously, every year past the Senior level increases the Adventurers chance of Death. So, do you Retire early and take fewer points to safely transfer to a new Adventurer or do you take the risk to try and let them age much higher for increased reward? Once Adventurers are Retired they will remain in the Adventuring list taking up a slot until they die naturally. They will remain unusable though.


Retirement Menu Preview

With this, the purchasable levels from Allegiance that we have maintained throughout Early Access will be removed. Retirement will be the main avenue through which you level-up new Adventurers. We're very excited about this system so please help us test the numbers when it releases!

UI Facelift

The UI is currently undergoing a facelift and we are pleased with the results. For a lot of menus, UI was strictly placeholder until we were able to get to this point in our development cycle. We understood that most menus and buttons were wildly inconsistent with each other and we are rectifying this issue. The initial facelift will hit next patch, but expect ongoing minor changes until launch.


UI Facelift Sample

SFX

We have slated about 150 more SFX to go in soon! Each Class will have a unique SFX for every Skill they cast. Lots of other UI and world sounds will also have a SFX. As we move forward, Monsters will also receive one SFX per when they attack. These will continue to trickle in, so don't be surprised if you don't hear a sound for an attack as it's probably just not implemented yet. In other related news, we are going to move the overworld music to the Game Save Slot menu and add two ambient day/night tracks will be added. We're always excited to add this level of polish to the game and hope you are as well.

We are closer and closer to our launch and will post the exact date sometime in the near future so stay tuned! Thanks once again for continuing to support our little game!

Happy Adventuring
Thomas Spradling
Game Designer & Producer
VA Studios

Build 0.7.20 - New In-Game Time/Calendar System & Heroic Mode Changes!

Features

  • Helmet toggle added to the Character Sheet for each Adventurer.
  • New Day/Night and in-game time system has been added. Time advances by performing Auto Adventures and Manual dungeon crawls.
    • Time no longer advances automatically in relation to "real" time. This should provide you with more control and removes the concept that the game should run in the background while you do other things like watch Netflix. The goal is to make short play sessions feel more rewarding and to make overall gameplay feel less like a mobile game.
    • Manual adventures advance time much faster resulting in better "hands-on" play. In addition to increased chances of better loot they also advance the progress of University Courses, Castle Upgrades, and Resting Adventurers much quicker.
    • Auto Adventures are still time based but do contribute to the in-game calendar.


  • Heroic dungeons have been adjusted to be more in-line with the intended progression of the game.
    • Heroic dungeons now have much higher Magic Find, a higher chance to find Mythicals, and drop much more Gold all while being much more challenging.
    • Heroic gear has been removed. All heroic items have had their attributes normalized with regular equipment.

Gameplay

  • A turn indicator has been added to manual dungeon runs which lets you know the full turn order of the encounter.
  • Alt + Right click added to Blacksmith for quick salvage on Rare and Legendary items.
  • Fatigued state from low Endurance changed to only limit damage output, spellpower, and healing efficiency. This should make it less annoying to equip new gear on Adventurers if they are low on End.
  • Shaman heal spells Breathe Life and Inhale Life changed to heal over time spells to further differentiate the Shaman from the Cleric.

Art

  • Haunted Mansion dungeon has received a face lift.
  • Fixed missing Halfling idle and walk animations.
  • Halflings have looked deep into their heritage and realized they should all have their feet stung by bees 100 times to make them look much closer to their ancestors. Thus Halfling feet are now noticeably larger.
  • Background art added to Ruler creation/barber and Adventurer barber shop windows.
  • Dwarfia, Dark Elfia, and Halflingia towns have all new art.

Sound

  • Added music to the Bone Graveyard and Pyramid.

Bugs

  • Fixed a bug causing the first Passive Skill to count towards your total skill selection.
  • Fixed a bug causing beards to sometimes be drawn over helmets.
  • Fixed a bug causing the game to crash when a Giant was hired higher than level 1.
  • The University scroll will no longer display dead adventurers.
  • Fixed Adventurer XP bonuses and penalties not being factored in XP gains.
  • Fixed a bug causing "Clear the area" quests above Bone Graveyard to not be the right level of quest resulting in lower XP and gold rewards than expected.

Build 0.7.01 - Multiple Save Slots, Ironman Mode, Racial Traits, Allegiance Update and more!

Patch 0.7 brings many new things to the game including an all new Ironman mode where death is PERMANENT, racial traits that grant bonuses and negatives to each race, allegiance updates, and finally more save slots to start more games!

Gameplay

  • Save Slots
    -- Two more save slots have been added to the main menu bringing the total up to 3.
  • Iron Man mode!
    -- When starting a new game you may now begin the game in Iron Man mode which introduces PERMADEATH for your Adventurers. Once a game is started in Iron Man it cannot be undone, so enter at your own risk!
  • Racial Traits!
    -- Every race now has preferred weapon types which grants a 5% damage boost if that weapon is equipped in the main hand.
    -- All races also now have a positive and negative stat that defines that race.
    -- Example - Humans are Resourceful which grants a +10% XP bonus but are Greedy which results in -10% Gold Find.
  • Difficulty rating for manual dungeons are now based off the max monster level in the area.
  • Allegiance System Update!
    -- Every town now has Allegiance bonuses and 5 levels of Allegiance.
    -- Every town has one preferred starting class that can be hired with the rest slowly being unlocked over the 5 allegiance levels.
    -- Allegiance also grants a bonus to the positive effects a class has and alleviates some of the negatives as well.
    -- Other perks are decreased costs in shops, increased sell value, university and resting bonuses for that race, and even a boost to magic find at level 5.

Bugs

  • Fixed a bug causing Inn regen amount to not show correctly on the Inn rest window.
  • Various UI bug fixes.
  • Fixed a bug causing the Inn section of the scroll to not display the correct info.
  • Fixed a bug causing a fired adventurer to still be manageable in the University.
  • Fixed a bug where an Invasion is active, the player is in the party select window, and then the invasion timer causing it to fail resulting in the player being able to enter the Invasion but not able to complete it.
  • Fixed a bug causing advanced courses to not require rank V in the base course that is listed in the tooltip as required.
  • Fixed a bug causing Allegiance to be awarded for an Invasion if the town level is 0 and failed.
  • Hopefully fixed the bug that sometimes caused dungeon arrows to not show up when entering a dungeon.
  • Fixed several visual issues with skill actions appearing on the skill initiator and not the target.

Build 0.6.28 - Adventurer Barber Shop!

Yes, we just patched but we're happy to bring you another small update, the Adventurer Barber Shop!

Gameplay

  • Adventurer Barber Shop!
    -- Change eyes, hair, beards, and skin color to customize your Adventurers!
    -- This new menu is accessible through an Adventurer's Character Sheet.
  • Bright red hair added to the game as an option. Sorry redheads!

Bugs

  • Fixed a few bugs with the Ruler Customization menu.
  • The Island Temple and Volcano bosses should now correctly drop their uniques and display on Adventurers.

Build 0.6.26 - Ruler Appearance Customization, 2 New Dungeons, and Level 50 Cap Reached!

This week's patch allows you to customize your Ruler's appearance, increases Adventurer level caps to the maximum of 50, and adds 2 new dungeons!

Gameplay

  • Ruler Appearance Customization!
    -- Calling all new and existing rulers! You can now change your appearance when you start a New Game and also for a limited time during Early Access. The menu can be accessed through the Kingdom menu.
    -- Change your Ruler's race!
    -- More robes and crowns will be added in future updates!
  • Paladin heal spells now generate 3x the normal base threat.
  • The Island Temple and Volcano are now accessible! This opens up level 46-50 content for play.
  • Level cap increased to to the maximum of 50!


Bugs

Build 0.6.20 - Bestiary!

Patch 0.6.20 introduces the Bestiary feature that tracks individual and total monster kills as well as providing information and bonuses against those monsters!

Gameplay

  • Bestiary!
    -- The Bestiary is a section found in the Kingdom menu that features Dungeon areas and their monsters. It tracks total kills of each monster and after specific Kill amounts are reached it unlocks information to show the monster's attack range, hp range, weaknesses, and strengths. In addition, bonus damage against that monster is also unlockable.
  • Added Recommended Gearscore info to the party entry screen.
  • Removed ruler level restriction on auto quest availability. Once a story quest is complete the corresponding auto quests will now all be available.
  • Items dropped during encounters are no longer in the inventory before actually picked up from the ground.
  • Lots of sounds added to the game.
    -- Weapon damage types, block, parry, fizzle, male and female hit sounds, looting and many more! Expect more to come each patch!
  • Buffs and debuffs now expire at the beginning of the caster's turn.

Bugs

  • Adventurers that die in an auto quest are properly sent to the graveyard and cannot rest.

AM Devlog #9

Hello!

Welcome to the 9th edition of AM Devlog! AM Devlogs are weekly (when we don't patch) updates on the development progress of Adventurer Manager. These Devlogs highlight our philosophy of the importance of development transparency and player feedback.


This Devlog is very exciting for us as it's a realization of how close we are getting towards our final release! We still have lots to do but in this edition of AM Devlog I will outline some of the key features we still want to add and adjust before we move on to refining and polishing existing systems. I will first outline what you will see sooner rather than later and then list the rest in no particular order. Some of these, like the Bestiary will come next patch, others may be the patch after that, or the patch after that, and so on. So without further ado, let's jump right in!

Bestiary

This was on our list for a while and we are happy to report that it's currently in the dev build being tested! In its initial implementation it will track total number of monster kills as well as provide detailed information about each monster slain depending on its Location. All Locations and monsters will have question marks until they are entered and defeated once respectively. After a set number of kills the monsters' weaknesses and vulnerabilities will be revealed. We are working on additional information to be included at a later time such as attack range and bonuses against them.


Preview of the Bestiary

Ruler Update

The Ruler creation at the beginning of the game is one of the last relics of our pre-Steam version. This will be updated with additional adjustments available. We have also decided that the Ruler will be selectable from any race! With those races, the particular hair/beards will also be available to choose. In the beginning implementation, there will only be one clothing option per gender, but over time we plan to add more to customize your ruler's appearance.


Preview of the new Rulers (male & female)

Barbershop

Related to the new Ruler creation interface will be a new menu for customizing your Adventurers! We are still designing this system and thus I cannot provide a screenshot, but it will be similar to Ruler creation. There will likely be a small fee associated with changing your appearance, but hair, beard, eye, and skin tones will be customizable. We are also toying with the idea of including a free customization from point-of-hire as an Allegiance bonus. Overall, we believe this feature will help us bring you more customization options.

Racial Bonuses/Negatives

In our design documentation we've long had racially unique bonuses and negatives planned. The time has come for them to finally arrive! These are bonuses, and negatives, that are associated with members of each race. For example: Humans are crafty and resourceful so they gain 10% more XP than other races, but they are also greedy so they reduce Gold found. We are also toying with the idea of including weapon specific bonuses for each. An example would be Dwarves are good with hammers, barbarians with axes, humans with swords, elves with bows, etc. Look for these to come sometime soon and be improved through Allegiance ranks.

Allegiance Update

Allegiance is also in-line to get the update it deserves. Like I just mentioned, Racial Bonuses will be improved through Allegiance as well as increased Sell Costs in that city, reduced Buy Costs, unlockable Classes (different than they are now, will get to that in a minute), reduced Resurrect Cost, and others. As part of this to prepare us for launch and future tutorials, at level 1 Allegiance all racial towns will only have one Class hireable. Elves will have Rangers, Dwarves have Clerics, Giants will have Barbarians and so on. This will help new players ease into the game and as they will be tied to their Racial weapon bonuses. As Allegiance increases, more Classes will unlock as they do now. We will also likely be removing the higher level hires, but this is still being evaluated.

Achievements

That's right! Achievements are getting closer to being here! Just recently, MajicPanda was working on Steam Achievements and I have the dev build screenshot to prove it! Right now there are 57 to acquire and they include things like max Allegiance, gold collecting, monster kills, castle building, and many more! We also hope to add a lot more stat tracking into the Kingdom menu as we move forward. Things like deaths, gold spent, etc.


Achievement Preview

More Dungeons & Story

We are getting close to giving you 4 more dungeons! Two of them will get you to level 51. The third will be a gear check dungeon to make sure you are properly geared for Miraj and the finale of the story. His dungeon and all its denizens will likely be level 52+, so you will need your hardiest geared Adventurers to succeed!


Preview of Island Temple Dungeon

Sound Effects

Yes, that's right! We will finally have more sounds than the 3 that are currently in the game! We have dozens of sounds that will be slowly entering the game over the next few patches. We had a hard time deciding whether we wanted retro sfx or more realistic ones and we opted for the realistic ones. While our game is retro-inspired, the fidelity of our music tracks is much higher quality and thus we felt that higher quality sfx fit better into AM.

More Save Slots & ironman Mode

Last but not least is more Save Slots! We plan on bringing you two more slots with each of them having the option at New Game start to select Ironman mode. In my eyes, this is how AM is supposed to be played! Resurrects are disabled in Ironman, so when your Adventurer is dead, he stays dead. This will hopefully bring a new challenge to AM veterans.

______________________

We are almost there folks! A lot of these items on our list are already in progress and the rest are in design mode. Once this list is implemented, the only things left to do will be to add a tutorial and polish, polish, polish! So for the first time since we launched on Steam, I can provide a tentative Release Date for AM: by the end of 2014. That's as tight a deadline as I can provide at this time and like most video game release dates, it's subject to change. As we get closer to the date and after knocking out the rest of these items on this list, I will provide a new estimate.

Thanks so much for continuing to help us make AM awesome!

Happy Adventuring
Thomas Spradling
Game Designer & Producer
VA Studios

Build 0.6.17 - Auto Adventure Update!

Gameplay

  • Enchanter, Paladin, Warrior, Cleric, and Ranger damage increased.
  • Warrior damage abilities increased by 20% baseline.
  • Paladin (Will require respec)
    -- Blessed Strike moved from T3 to T1 as a prep skill costing 20 energy.
    -- Devout Strike stun ability moved to T3 40 energy to be more situational.
    -- Holy Strike moved to T2 30 energy which increases its damage to 100%.
  • Undead damage modifiers changed.
    -- Holy vulnerability increased from 10% to 40%.
    -- Added cold resistance to 40% from 0%.
  • Auto quest XP gain increased by 25% to be 75% of a manual encounter.
  • Dropped items in manual dungeons now appear on the ground and must be looted by right-click. Anything left on the ground after clicking to go into a new room will be left behind and not lootable upon returning to that room.
  • Gem drop chance increased slightly and is now in the loot instead of a separate node to click on.
  • Salvaging items at the Blacksmith now gives a chance to salvage a gem. The higher the rarity of the item, the better the chance.
  • Base multiplier for Inn beds above Beggar lowered to make Royal not a penalty to upgrade to.
  • Max Endurance bonus for beds temporarily removed.
  • Enraged, Deadly, Miniboss, and Boss bonus HP have all been adjusted to use a new calculation. The results should be similar but allow for more exponential scaling.
  • Fleeing now forfeits the entire party's turn if it's a failed attempt.
  • Encounter and Idle animations were added to the Info Scroll to indicate an encounter is taking place in an automated Adventure.
  • Scrolling combat text is now spaced out a bit better.
  • Melee attack movement animations removed from the game in favor of smoother gameplay. Adventurers and Monsters now step forward and swing their weapons, Final Fantasy style.
  • Initiative roll added to the University as a trainable course.
  • Gold income was greatly increased from all Adventures.
  • Lowered the cost of Castle Upgrades to make them easier to obtain early on.

Bugs

  • Fixed a bug resulting in head Armor not rolling the right armor values.
  • Fixed a bug resulting in unique invasion drops not rolling the correct tier of item appropriate for the iLVL.
  • Scepter tooltips fixed, was showing 1h axe as the bonus. (Bonuses were correct themselves)
  • Calculations that look for average party level no longer skip over dead adventurers. This was affecting invasion loot and other similar rewards.
  • The Giant Toad now correctly drops uniques in the Swamp and Invasions.
  • All Rangers and Cleric mobs have had buffs removed. They were never intended to use these skills.
  • Rangers can no longer use polearms.
  • Fixed a bug causing the auto adventure log to not be affected by the mouse wheel.
  • Bone Lizard now correctly drops the Bone Chest unique.
  • Fixed a bug causing failed manual adventures to not move dead adventurers to the graveyard.
  • Fixed a bug causing ranged weapons to perform an attack swipe.
  • Fixed an issue with average party level allowing a player to send in 1 Adventurer and scale down an Invasion for easy farming.
  • Fixed an issue with monster HP not properly scaling 1-9.
  • Fixed an issue allowing party loading to load in dead adventurers.

Auto Adventure Changes
Auto adventures have 4 stats that affect the party during an encounter. Each class has a value that affects this statistic directly.

Stability - The amount by which END is lost during an encounter. The higher the stability the less END the entire party will lose. A roll is checked and if failed the END loss for every party member is increased by 1.
Protection - Prevents spike and overall HP damage to random party members. If the protection roll is failed, a random party member is struck for excess damage and the entire party also suffers more HP damage.
Trap Avoidance - If a trap roll succeeds and a trap avoidance fails, a random party member is struck for 25% HP damage.
Recovery - The amount of healing the party receives which offsets the HP damage dealt. 1% HP is offset for all Adventurers for every 10% recovery a party has. If the recovery is greater than the HP damage, the adventurers are healed for the remainder.

On top of these, each class also has a speed modifier which can impact the interval at which auto encounters occur, but most of these fast classes come with no stability or mitigation so the risk is much greater.

This is by no means final, but it is a step towards making auto adventures what they were meant to be and not just meaningless click and walk away events.

One thing we want to emphasize is that the damage and Endurance loss per encounter is not completely random, so it is up to the player to find the right combo that nets them the best possible outcome.

On top of Endurance loss each Adventurer can now lose hit points which could result in death if not carefully watched. With the proper party, all damage can be mitigated and even healed over time, so we anticipate the players to experiment with parties and check in on the adventure after 5-10 encounters to see how well their party is performing.

Adventurers WILL die if a party is made up of too much DPS that does not complete the full Adventure before their HP drops to 0, the party has no mitigation and suffers damage over time, or any other combination of things that may result in the demise of your party.

Build 0.6.10 - 5 New Classes, Skill Changes, and More!

IMPORTANT NOTE: Due to the nature of this patch, it is highly likely all Adventurers will need to be issued a respec.

5 NEW CLASSES!
- Shaman, A STR/WIS based class capable of strong STR based melee attacks and WIS based Spellpower nukes, heals, and buffing/debuffing HP Regen.
- Warlock, An INT based class capable of strong damage over time spells, nukes, buffing/debuffing Life on Hit, and reducing the heal effect on targets.
- Enchanter, An INT based class capable of nukes, crowd control, buffing/debuffing Energy Regen, and decreasing energy costs for allies.
- Death Knight, A STR/INT based class capable of melee damage, nukes, buffing/debuffing Spellpower, and Life on Hit attacks.
- Arbalester, A DEX/INT based class capable of ranged physical damage, nukes, armor penetration, buffing/debuffing Energy on Hit, and increasing damage done vs foes.

Gameplay
- All Classes received a once over to remove many pointless buffs and debuffs. Every class had at least 1-3 skills changed in this newest pass.
- All Classes' damage tables have been adjusted. Non DPS classes should hit for far less than they used to.
- Adventurer Classes no longer have modifiers that grant different Weapon Damage and Spellpower per point of investment in their respective attribute.
- All skills are now updated with %'s that are "what you see is what you get" to better help players understand the effective power of the skill.
- Skill investment costs changed from 1,1,1,1,2,2,2,2,3,3 to 1,1,1,1,1,2,2,2,2,2 which allows for maxing 3 skills and picking up a 4th at 5 points.
- Crit damage bonus rolls on items dropped from 5-10% to 3-5%.
- Crit damage bonus in university dropped from 25% at 5/5 to 15% at 5/5 for 1h weapons and 20% for 2h weapons that can train it.
- Some skills for hybrid classes that use INT or WIS have had some skills changed to Spellpower.
- Auto adventure XP was lowered by 50%.
- Auto adventures no longer grant Ruler XP.
- The formula for calculating armor has changed slightly as was not in line with the goal. It should now require a plate helm, chest, and shield to reach max mitigation without any bonuses from University courses and/or Passives.
- Reflect Damage Mutator base amount decreased by 25%.
- Added the ability to cancel and refund the currently training University course.
- Projectile spells can now be dodged.
- Energy is now fully restored at the end of each encounter.
- Chance for ambushes while Resting has been increased.
- Poison and Chaos damage types were added to the game. Chaos is a magical based type that bypasses all Magic Resist...beware.

UI
- Beards should now appear above armor on the character detail screen.
- Adventure entry screen has had a party window added to more easily see who is in the current party and their status.
- A grey ! icon is now used instead of yellow to indicate available repeatable quests so that it is easier to locate story quests.
- If a town is being invaded it will show red crossed swords above it.
- Skill tooltips now have their damage type listed.

Art
- Made a few art changes to the Pyramid dungeon.
- Updated beard art.
- New hover images added to some University buildings.
- Lots of University icons added to the game.
- Fixed a small scaling problem with beards.
- Pharaoh's sword now correctly has a graphic.

Bugs
- Party bonuses with +Damage Bonus have been fixed.
- Fixed a bug causing unique shields to roll 1% block chance and amount.
- Invasion bosses now spawn at an appropriate level to the entering set of Adventurers.
- Fixed a bug causing the last killed Invasion boss to show as the objective when entering a new invasion.
- You can no longer rest to pop an encounter, flee, and then return to the previous room to have it count as an uncleared room. This fixes an exploit/bug with boss, miniboss, and choice encounters.