In equally fun and exciting news, I am, again, super thrilled to get this patch out - this version of Dungeoneer should have a much better player experience throughout, adding another layer of polish by fixing frustrating controls with movement and clicking on objects in the world. On top of that, I have reworked the ability animation system to be much more consistent and colorful! - adding new sounds and effects to almost every ability.
I'm pretty happy with how the new system turned out and I'll probably build onto it more in the future should I ever get to making new abilities or new talent trees. *wink*
See the patch notes below.
What's Next
With these changes done, I'm hoping to begin work on the new Hero Dungeons! These will be new and semi-randomly generated (I believe) zones found throughout the world that better utilize character skill trees to add replayability and incentivize multiplayer. The idea is to also move most or add new bosses to these dungeons so the unique gear is much harder to obtain.
I cannot thank you enough for your support and I sincerely hope you enjoy the latest update!
-LonelyLambGG
Patch Notes
Fixed an issue with summoned unit AI from standing around occasionally
Fixed hitboxes for items on ground - making them easier to pick up
Fixed hitboxes on all interactable objects (such as switches, herbs, shrines, chests, etc.) - making it easier to interact with them
Fixed collision with many meshes which used to be difficult to navigate around
Fixed collision with many meshes for the player camera
Fixed various typos
Fixed an issue where channeled spells did not cost mana
Fixed an issue where reduced movement speed effects would not be consistent
Fixed an issue where attack ranges would get messed up for larger units
Fixed projectiles in PvP (multiplayer)
Changed arrow projectile size
Updated all ability animations and sounds to be consistent
Updated Mana Shield's mana cost, duration, and cooldown
Updated Bone Armor's cooldown
Updated Slow Time to now also reduce attack speed
Added damage animations and sounds based on damage type
Added player icon to mini-map
World Changes and Polish - April 2024 Update
Hello everyone!
With the release of the latest trailer comes the gameplay to go with it! This patch is full of small fixes, gameplay changes, updated animations, and many changes that should bring the world to life.
You can check out the trailer here or on the Steam page! https://www.youtube.com/watch?v=pmfz0vzp2NM
Polishing up the game before adding anything too NEW is the main idea here. Randomized dungeons and placement of the bosses is seriously something I'd like to tackle but I'd like to make sure everything that is already here is up to par. So with that, dungeons will likely still be a little ways out.
Changes and Fixes
Many updates to levels with added environmental pieces and foliage
Updated the scale of chests and shrines
Enemies no longer de-spawn
Added fall damage animation
Updated fall damage calculation
Fixed enemy AI for line of sight
Updates to various skill and ability animations
Reduced frequency of character grunt noises
Fixed an issue where players could disenchant items too early
Projectiles now have collision with world meshes
Added some new sounds to abilities
Added cursor effects to resources and barrels
Fix rock trap sounds from overlapping and being too loud
Fixed an issue where traps would occasionally not fire
Fixed a double clicking sound on quest buttons
Blade in the Boulder quest text changed
Added camera collision to many meshes while in follow mode
Fixed an issue where the player cursor would not update correctly
Fixed an issue where collection quest message would still trigger
Effects should now be removed on death
Fixed projectile target location when no unit is selected
Fixed Precision Strikes to now give 15% attack rating correctly
Changed the Spiked Club item back to Club
Small quest menu UI change
Game menu title change
Thank you again for playing!
If you wanted to continue supporting me and the games I make, I've loosely set up a Patreon. I'm also considering a Kickstarter campaign. If anyone is interested in helping with this process, please reach out to me in the discord! https://www.patreon.com/LonelyLambGG
March 2024 - Hotfix
Another hotfix!
Patch Notes
Fixed an issue that broke new character inventory
Additional UI changes
March 2024 UI Updates and Hotfix
Hello! I did not anticipate another update so quickly, but after a recent bug report I figured I would include these UI updates I've been working on along with the bug fix.
Patch Notes
This hotfix should fix the loading screen issue where it would not disappear after transitioning levels
Many visual updates to the UI
Thank you so much for your continued support and understanding!
December 15 Hotfix
Summoned unit AI should now work correctly.
Level Redesign - December 2023 Update
Hello! It's been some time since I've been able to work on Dungeoneer but I am very happy to finally release a new update! A major level overhaul.
This will feel like playing through a new game.
After returning to Dungeoneer and playing through it myself, I found that the levels were missing any real feeling or character. So, some of the OG levels (slightly altered) are making a return to reshape the world of Dungeoneer, as well as an entirely new Act 3!
This update (v0.51) has completely revamped all of the levels and has moved away from the confusing RNG level design. Instead, levels are large, detailed, and can become familiar. In addition, the levels now transitions between each other rather than saying "Level Complete" like the old days. The world should feel much more complete and connected than ever before.
In addition to the level overhaul - many gameplay changes have been made to help Dungeoneer return to the original intended feel for the game.
Gameplay Changes
The player camera no longer automatically follows the player character.
Players can no longer revive on death and must revive from town.
Wayshrines can now be used to teleport to any other discovered travel location.
The player can no longer jump unless using a jump trigger.
The player can no longer return to town from the menu. A new item 'Escape Scroll' can be used to return to town.
Additional Changes and Fixes
Various tooltip updates.
Various ability balance changes.
Some skill animations have had minor updates.
Fixed some camera clipping issues.
Some changes to various quests details and objectives.
Various UI fixes.
There are still quite a few things I'd like to include before I consider any final release date for the game. A major feature among those that I want to include is keybindings/controller support. I apologize for not having these features in sooner but, this game has been quite a bit more work than I could have ever imagined. Just know these features are my next priority.
Thank you to everyone who has ever supported me and this game. I hope this update finds you well.
Thank you, again! -Alex (LonelyLamb)
Patch - Feb 22, 2023
Hello again! I ended up having a very quick turnaround for the follow-up patch so here it is! This patch aims to fix a few more bugs while again improving the balancing of Hero Mode by nerfing most items. If you managed to get any Hero Mode items prior, congrats! You can keep your OP items :)
Changes and Fixes
Disenchanting is now based on the item level itself instead of the base item level
Adjusted some talent tree stat bonuses
Greatly adjusted the stats of all Hero Mode unique items
Fixed an issue where AI enemies would seemingly run away endlessly after the death of a nearby unit
Fixed an issue where some AOE abilities would spawn an effect at the wrong location
Hopefully now the game should feel entirely more balanced, but there are likely still changes to come.
Enjoy! And thank you very much for the continued support!
Update - Feb 21, 2023
Hello fellow Dungeoneers!
I've been meaning to get around to making Hero Mode feel a bit better. In its current state, only summoning builds are really viable since the summoned units scale with the difficulty (would like to change this) and the enemies are so difficult. This patch aims to balance Hero Mode by greatly adjusting the enemy unit stats. Most units have been made significantly weaker and are now about 3x as strong as their normal mode counterparts. As always, a couple improvements and bug fixes as well - this will grant your characters all a free respec upon login.
Changes & Bug Fixes
Adjusted many unit stats in both Hero and non-Hero modes. (mostly Hero Mode)
Interrupting a spell while casting will now refund your mana.
Added the required weapon stance to ability tooltips.
Fixed an issue where respeccing your character would lose skill abilities over level 1.
Fixed and issue where Relic items would be consumed if used, even if you did not meet the skill requirement. The requirement for the Religion skill has also been removed from Relic items, making Religion a good skill to gather and trade Relics to other players or characters.
Patch - Jan 26th, 2023
Hello.
Apologies again for the frequent updates. I found some blocking issues with MP that needed to be addressed. I've also made some additional fixes.
Fixes/Changes
Fixed an issue where joining players could not use the teleports in Suspended Atoll
Fixed an issue where joining players could not jump
Fixed more clipping stairs in the Distended Caverns zone
Fixed the item names of non-equipment items while holding Left-Alt
Spell projectiles should now correctly go towards the target if they are at a different elevation
Player summons should now teleport to you after using a teleporter in the Suspended Atoll
Player summons will now attack mobs that are already in combat instead of ignoring them
All summoning spell's cast time has been reduced to 3s from 5s.
Thanks!
Hotfix 3 - Jan 25th, 2023
Very sorry for the rapid hotfixes. Obzen's health has been reset.