Dungeon Crowley cover
Dungeon Crowley screenshot
Genre: Role-playing (RPG), Indie

Dungeon Crowley

Patch 0.33

Greetings, Mortals!

Patch 0.33 brings a lot of game-play improvements; foes now have specific AI behaviors, thus, requiring a little more tactical combat.
We suggest an start-over since we've completely re-worked the first two levels along with the new ai system. Other levels will be be improved next.

FEATURES


New AI behaviors: specific ai written for each enemy. This is a great improvement towards how the gameplay should be on its final state
Game-play balance improved: the first two levels where completely rebalanced taking the new ai behaviors in consideration.
Wake-up cut-scene

IMPROVEMENTS


First two challenges updated
Mimic chests probability updated
Consumable drop rates updated
Multi-player level increase algorithm updated
Unreal engine upgraded to 4.22
Foe homing projectiles
Damage texts now shows "BLOCKED" instead of "0.0"
AI algorithm revised (cpu performance improvement)

FIXES


Graveyard's door frame removed
Projectile light being abruptly disposed
Crash during startup (audio)
Foes not targeting distant players after receiving damaged

This is a rather large patch with a lot of changes, please report any issues that you might find.

Patch 0.32.8

FIXES



Speed penalty values not being correctly displayed
Armor speed penalty not being displayed on equipment description UI.
Forest level description updated to Vision's Ordeal .
Forest level being loaded on game's first level, causing a blocked path.

AI behaviors are being re-worked now, you might wanna try them on beta branches (only first levels are currently available). Stay tuned for the next patches.

Patch 0.32.5

FIXES



Forest level being loaded inside of Old Village (first dungeon) and blocking the way.
Shipping build: the previously patch was a DEV build which uses a different save-game path.

Patch 0.32.3

Patch 0.32.3 is live:

FEATURES


Forest map: Pyramid key challenge will drop a key for this map. Can be accessed through the main-hub. There are some fixes remaining, those will be addressed on small patches soon.

IMPROVEMENTS


Some player's ranged animations updated

FIXES


Lower requirement weapons displaying wrong values

Patch 0.32

Patch 0.32 is now live:

FEATURES



Desert's pyramid challenge
Crash report added: a report window appear when a crash occurs, player will be allowed to send it if he chooses to.

IMPROVEMENTS



Multiple PAK files: The preciously existing pak file was split in many, this should improve patching time.
Ranged / bow animations revised.

FIXES


Desert challenge fixes.
Desert chests not spawning (failing on collision test)

Patch 0.31.39

FIXES



Too many mimic spawners on Dark Temple 3 / 4, causing low fps and network issues.

Patch 0.31.38

Greetings, Mortals! Time for another patch:

FEATURES


Crash reporter: will ask to report data when a crash occurs. (Please send your errors! This will help us getting rid of them.).
Loot revision: Foes drop less loot while chests are more frequent and relevant.
Mimic chests: are now spawned across dungeons.
New Desert challenge music

IMPROVEMENTS


Staffs revision (damage and knockdown increased in most of the cases).
All static scenarios moved to instanced meshes (GPU performance improvement).
Weapon durability decay revision (ranged and magick equipment decay rate decreased).
Blocking animation is now faster.
Blocking time updated.
Player's raged moving animations improved.
Player's two handed animations improved.
Unreal engine updated to 4.21.2.

FIXES


Removed work-around to force nav-mesh generation (UE 4.21.1 bug).
Desert dungeon with too few chests.
Graveyard dungeon with too few chests.
Duplicated damage text while blocking.
Removed some unused assets (slight game size decrease).
Missing bow jump animation.

Enjoy!

Patch 0.31.25

Greetings, Mortals.

Patch 0.31.25 is now live:

FIXES


Foes won't pass anymore through walls when pushed back by a flawless block
Crash related to null damage receiver
Some magick / Ranged weapons where revised
Magick weapons won't start cast animation if there is not enough willpower
Player inventory wipe on multiplayer matches


IMPROVEMENTS


Desert's second challenge revised
Magick / Ranged weapons revised
Foe's are now pushed away upon receiving death's blow
Foe AI / movement updated

Regards!

Patch 0.31.22

Patch 0.31.22 is now live and contains a lot fixes but also some new content:

FEATURES



Desert new sub-level (dungeon)
Desert second theme music
Improved bow mechanics

IMPROVEMENTS



Ranged weapons revised, bows won't fire while the attack button is pressed anymore.
Desert dungeon design improved
Magick projectile effects revised
Multiplayer difficulty increase scaled reduced
Sand worm behavior updated
Sand dragon behavior updated
Desert spawners revised
Fixed game-pad Y axis (camera control)
Click sound added to menus

FIXES



Projectiles missing collisions
Foes becoming completely stuck sometimes (forcing nav-mesh build)
Desert challenge becoming stuck
Crash when a old level is being cleaned from memory
Weeper idle sound attenuation reduced
Leak data from old save when loading characters
Anubis and mummy animations
Some broken FPS animations

Patch 0.31

Greetings, mortals!

This patch contains new desert levels; new foes, new challenge and traps.
As we usually do, we'll be releasing fixes addressing any issues on the following days, please report them.

FEATURES


New desert levels: are now available, including challenges and new foes. Still need some polish and and improvements after further tests.
Compass item: can now be found and will point towards the next objective (just click on its icon on player's inventory). This feature still very experimental and will receive improvements soon.
New armor sets are dropped on desert levels.
New Desert music
Quicksand trap

IMPROVEMENTS


Desert light re-worked.
Desert foe's spawn rate revised.
Swap input key added
PT_BR localization updated.

FIXES


Values leaking after loading another save-game (such as attributes).
Wrong swap message being presented while a item was already being identified.
Breaking sound added to old village's fat ogre taunt scene.

Enjoy!