Dungeonmans cover
Dungeonmans screenshot
Genre: Role-playing (RPG), Strategy, Adventure, Indie

Dungeonmans

Dungeonmans 10th Mansiversary!

December 2024 is Dungeonmans' 10th Mansiversary. Surely this is the most impactful roguelike news of the month. Let's celebrate with yet more free content and another holiday event.

10th Mansiversary Celebration


All through December, crushing monsters will produce Commemorative Coins of various rarities that you can use for a long lasting effect that provides 15% XP bonus and a greatly increased chance of certain types of loot. For those high level heroes, you'll finally have a reliable way to farm 5-Star armor sets!

You can also exchange the coins for lesser coins and mystery prizes at the now highly useful Celebratory Headmaster Statue at the Academy.



I can't promise that there won't be more shenanigans as the month continues.

The Outdoorsmans


An all new line of study at the Dungeonmans Academy: The Outdoorsmans brings a new weapon and different approach to ranged combat, as well new abilities dealing with the beasts of the wild.

Boomerangs


These weapons occupy your main hand and ranged slot, much like Polearms. Unlike Polearms, you can hit things up to 5 tiles away. Attacks landed on targets at exactly maximum range are guaranteed critical hits. Roundabout lets you smack every adjacent enemy, knocking melee attackers back. Pisser's Crescent lets you make a wicked arcing throw that hits multiple targets, even ones out of LOS, and can pick up Deadpulses and Refreshing Beverages along the way.

Boomerangs are slightly shorter range and slightly less damage than bows, but unlike bows, you can use a shield in your off hand. Or another 1h weapon if you wanna go Dungeon Dervish. Or -- oh you know what, I should add a spellpower boomerang shouldn't I? Yeah that's going in this week.

Beast Handling


Long ago, The Outdoorsmans was going to be The Pet Class, but I could never make that really gel with the free-wheelin' build-your-own-class style of Dungeonmans. It was either too weak or a must-have. Then Battle Poultry happened, which solved pets neatly. But it still felt thematic to let The Outdoorsmans have a way with beasts.

The powers in Beast Handling start with a couple of defensive ones: Mollifying Medley scares away all beasts when you get surrounded, and Snappy Capy lets you turn any one enemy into a harmless Capybara without costing you an action. The last power, Blood in the Water lets you use Monster Steaks as fuel to entice beasts to do your bidding.

A Keybinds Menu


Totally worth an H1 header. Now you can rebind your keys from within the game. If you were experiencing a crash when removing all keybinds from a key earlier today, that should be fixed.

Please leave feedback in the Discord if you think there should be additional binds that I didn't consider!

Modding? Yes!


This is a big topic and deserves a post of its own -- and it'll get one. But the short version is this: you can add monsters, items, enchants, set bonuses, and your own textures too. You can modify or even replace the game's existing data by adding your own mod files, and you can even make simple powers for the monsters to use.

You can't add any code yet, and yes that means a lot of what the game can do is currently sealed off from you. But that may well change! I've been looking at how other XNA games do it, and maybe I'll get in on that too.

Full details along with an example mod will be provided shortly, and I hope those of you who like modding are willing to help update the wiki!

Important note: Heroskins are unchanged!

I didn't touch that, as to not break anything.

Bug Fixes / QoL


I hate to do this to you but my notes are really scattered. I spent a lot of this year working on Eye of the Commando and so I don't quite have all my dmans change-ducks in a row.

Warlords are a little smarter, I fixed a few keyboard and controller things, uh, damn you know I really do try to keep this -- anyway.

But hey, if you've got something you want to see fixed in Dungeonmans, this is a great time to speak up. I mean I'm always listening in the Discord but I am extra listening now, during the Mansiversary. And actually, it'll be easier for me earlier in the month because I'm traveling over the end of the month and will be very, very afk.

Some things that popped up this afternoon:
* Keybind crash on removing all binds from a command should be fixed.
* Players getting stuck at 0,0 in the overworld should teleport to the Academy.
* Fixed for an overworld crash while wandering around.

1.2 update preview

Alright real patch notes are coming later, I promise, but I really wanted to get this build out today (to start the month long 10th Mansiversary) and I'm fighting some sickness right now, so hey yeah here's the build and full notes will happen in... < 24 hours. I'll make a lot of noise!

Enjoy the keybinds menu, and oh yeah the entire two new Outdoorsmans masteries.

If something breaks for you, please let me know at the discord, thank you!

Eye of the Commando enters Early Access!

I've been working on a new game over the last few months, and it is in Early Access as of today!

https://store.steampowered.com/app/3016480/Eye_of_the_Commando/

Eye of the Commando is an turn based grid movement dungeon crawler with an 80s action movie twist. Explore dungeons, blast bad guys, gather up loot, solve puzzles and find secrets the old fashioned way: with a comically large gun full of freedom.



This idea bit me in a game jam earlier this year and I'm happy to see it come to life. I would really appreciate your support, so tell your friends, maybe grab a copy for yourself, and share your adventures. Feedback is super encouraged as the game's growth and potential expand through Early Access.



More Dungeonmans?



There will absolutely be more Dungeonmans. This December is the 10th Mansiversary of Dungeonmans' launch on Steam, and we'll be celebrating. Admittedly, I haven't written a line of code for dmans since June, but that'll change now that EotC is live. I'll be working on an update and you can see it happen live on twitch.

twitch.tv/playdungeonmans

1.12.5h Middle Of The Night Whoopsie Update

That was an exciting patch!

It should be less exciting now. Specifically, the crash involving some various archery powers is fixed, and -- insert creative swearing here -- monster alerts shouldn't sometimes go through walls. Like, 8 straight tiles of solid wall. Gah.

1.12.5g bug fixes

Fixed five or so bugs reported on the Discord server.

Raging Hateglacier was cheating and not respecting the cooldown on its Ice Spike ability. That's fixed. The spike hits a little harder now and scales with your level, but fires less often. Don't worry, big ice brosif can still tangle in melee with your foes.

Fixed alert behavior for monsters that take hits from pets while the player is far away. You should see some more aggression from monsters, especially in outdoor areas.

Started working on a Warlord update. Probably shouldn't check this part in yet but I gotta get a couple crash bugs fixed so in it goes.

Many Bugfixes in 1.12.5f

A certain very deadly purple stack of monster has had a some work done, and some bugs related to damage dealt, resistance, and printing damage to the log have been corrected.

Some other fiddly bugs with damage processing have been fixed. What I'm getting at is that some of you got killed unfairly by monsters that dealt damage which should have been processed by resists but instead was just treated as true damage and you ate shit. I'm sorry.

But it also worked in reverse for Rose of the North, which will no longer be able to, for instance, deal fire damage to monsters with 100% fire resist. Again, sorry.

Oh and hey uh some powers the player and their bird had access too also did this and would bust through even 100% resists.

The full screen log can now shift over to show just combat data.

Added more keybinds to keybinds.txt. Still no keybind UI.

Nurphe Bats can no longer undertune or rebalance a Dungeonmans' fist.

Rotating Fire Pillar Traps are now a little clearer about what they're gonna burninate next turn, and they no longer are walk throughable.

The heart particles that got stuck in the world sometimes should not do that anymore. Probably!

If you are running at a high enough resolution, the inventory screen will now show you your elemental resists underneath the rest of the stats. I mean look at all that space. Thanks BuckSilver for nudging me to make use of it.

A whole bunch of love went into the item equipping process. There were some bugs with things like Battlemage and Dual Wielding that made getting the right items equipped a pain in the ass. Should be better now.

Fixed a crash involving the midbosses in the Mountain Fortress.

Fixed a crash where a truly dedicated enemy ninja would try to dodge after he was already killed.

Tried to fix this crash: "I destroyed a staff wielded by a previous Mans, clearly the unleashed magic was too much for the fabric of the universe"

And finally, a comment on this video:

https://www.youtube.com/watch?v=2WXUQgiU7Fs
"It's pretty disappointing that the hate glacier doesn't do a little jump and a roar when you level up, like the battle poultry do. Please implement in next patch."
Done and done! Well there's no roar sfx but all your pets will do little level up hops now.




Bug Fixes for 9 April 2024

Headmaster Bad Identify from Pay2Lose no longer applies to Delicious Monster Steaks.

Scouting's bonus to overland combat encounters now lasts a little over 100 rounds, instead of just 20.

Maybe for realsies fixed the filter on the Blacksmithing menu? Probably!

Redistribution of Health should no longer target your own dear pet bird.

Pressing ctrl+arrow keys now once again rotates the contents of your hotbars.

Fixed a typo in the description of a secret power that I don't wanna spoil in the patch notes for new players.

Enemies should no longer drop loot into open sky spaces. Because that's not fair. However, I bet in rare cases we're still gonna see things like a pile of copper or a deadpulse in an open sky space sometimes. I hope not.

New Build 1.12.5b

New build out which should hopefully fix a spate of bugs posted over the last couple months in the Discord server. I'm also taking a shot at the `?????` input bug some people are seeing, hopefully that's nipped now, please keep me posted.

Combat Log Window ~ Testing Phase
The combat log in the bottom left is now its own window. If you don't want to mess with it, don't. It hasn't changed! But if you like, you can use the mouse to move it around and resize it. There's a button to minimize it, a button to reset it and lock it to the bottom left, and a button to flip the title bar to the top if you want to drag the window to the top of your screen for some reason.

You can switch between the full event log, which is unchanged, and a combat-only log which shows only combat events broken down by turn.

I'm giving this a try. If it sucks I'll take it out, or make it an option so it isn't forced on anyone. I'm super open to feedback on this, please come by the Discord and tell me what you think, I really wanna hear it.

12.1.2 bug fixes

Patchin' the patch, fixing a number of bugs that have been reported by good and nice people over in the Dungeonmans Discord. The bug about having your egg stuck in equipped mode after you die and try to use it again with a new hero should be fixed, if it was happening to you.

Update 1.12: Blood, Sweat, and Floof


Chicken Chromafication



An exciting new feature: you can color your birds. Located at the Academy Bird Ranch, the Chicken Chromafication Device will let you adjust the colors of both the top coat and undercoat of your birds, applying a shade to either their Sheen or Floof. You begin with all of six colors unlocked, further colors are available for $2.99 each lol just kidding you actually change those One-Use Tower Treasury Keys in your bags into Chroma Keys at the device, unlocking new colors for free.

Mountain Fortress 2.0



The Mountain Fortress has been touched up. Many of the longer middle sections have been replaced by the Ascent, a battle on a winding path that leads up the mountain against the backdrop of the ground far below. Don't worry you can't fall off. However, there are new challenges in that enemies may attack you from across a gap that can only be cleared by jumping or charging over it. There are also new enemies to be faced as well, including the Brigand Demolitionist who will happily toss bombs everywhere, bombs that set off other bombs, like some sort of Bombermans.

The first ascent ends in an entirely new area, the Mountain Fortress Arena, which will pit you against two new bosses, Gravesender and Scargiver. If you think those names are too edgelord, prove it by crushing the duo into the dirt. The second ascent leads to the same boss that was there before, but even he couldn't get away without a coat of balance pass.

Warlord Commander



There have been four Warlord types as long as there have been Warlords. Now there's a fifth. The Warlord Commander is... different. Very much so. A little more rare than the Conqueror, Herald, Harrier, and Sorceror, you won't see him quite as much but when you do you will probably remember it. The battle against him is arguably the most complex encounter in the game, but that's not saying much really, most bosses are pushovers right? Defeating a Commander will grant you a Down of Command, an item that increase your Battle Poultry's Pluck and Generation by at least 1, maybe 2 or 3!

Pig Farm Update



While not as robust as the full on Battle Poultry system, there are indeed new pigs that do new things for you. The first step involves leveling up a Pig Farm by purchasing all the pigs and then restocking it with Porkloined Inventory. Once you do that, you'll have options. I'm trying not to spoil things here for those who want to discover it on their own.


Inventory and Hotbar Update



A lot of work under the hood went into fixing up some really egregious inventory and UI bugs. Things are better now, especially for late game players who have 1600 door spikes, you'll find that the game should run a little faster and your save files should no longer take up an entire CD.

However, this is also the most dangerous part of the patch -- myself and others have tested it pretty thoroughly, but there's no doubt something got missed somewhere. If you notice any item weirdness, like disappearing items or duplication or whatever, plleeeaaasssseee come by the Discord and let me know.

On a happier note, sorting has been changed for Poultry stuff, your active Battle Poultry should show up at the top of the list in the Poultry tab. Also, if you have five Unhatched Battle Poultry, you shouldn't see any more drop until you get rid of them.

Hotbars should be more reliable, and point of fact there's now an option to have a horizontal hotbar at the bottom of the screen.

Balance



When encountering enemies in the Overworld, you used to be able to just say "Avoid this encounter." That now has a chance to fail, unless you have trained in Scouting. If your escape fails, you still start in a good position and it won't be an ambush.

Reactive Linens only works if you're wearing Light "Armor"

Razor Fury and Storm Driver no longer let you go right into walls.

Pig Farmer Shops only require 1 Porkloined Inventory to restock, the price of this item has increase 500%. Seems fair.

Razor Feather actually does damage now if your bird is melee only, and the bleed has been adjusted to be something sane.

Volatile Liquidity has been tuned up so that the curse damage over time scales better with your level and damage. It's still brutal at the early levels especially if you have a high Science score.

A certain boss no longer puts a certain spot on a spot that is certain to have an ice block on it. Oops.

Ninja Star Barrage is much less spammy.

Virulent poison no longer super stacks duration AND quantity -- that was so messed up.


Bug Fixes / QoL



Pathing to stairs down/up works much better now. You still have to discover the stairs before you can use the autopathing.

Areas named after orcs and lizardmens will have the first letter of those names capitalized.

Overworld map screen cleaned up, locations should not show whatever_data_derp anymore. Viewing the Academy from the Overworld map will show more information.

Resting at an Inn gives you 1500 turns of bonus XP, not just 300.

Weird hat stuff: If you somehow managed to get two hats on your head at the same time, when you next load your save that should be cleared. It sounds like a good bug to have but it wasn't always in the player's best interest.

I spelled "juiciness" wrong in an item description. FIXED.

Effects / anims on allies out of combat don't play / verbose

Electrolyzed shows what it does.

Monsters who are at 0 health will no longer play a meaningless counterattack animation if they happened to block or parry but still die.

Teleporting in the overworld won't cause all your pets to just show up in a weird poof.

Finswain Bracers have a proper name now.

Fixed up some combat log stuff that would print combined damage when there was only one damage type.

Monsters who Steal Stremf will only target the hero with that power, not decoys or pets or greased pigs or any of that.

The camera shouldn't shake for more than two seconds at a time anymore. Well, mostly.

The Blacksmith will now accept weapons for crafting that have +Number enchants on them. Previously he would only accept weapons completely free of magic.

That bug where you could wind up a long range power and then use hot keys to switch to a power with shorter range but still fire it anyway has been fixed. Sorry.

Players who got bugged and never had the Foomwardens books drop somehow during the event should find them in the Academy once they reach level 13. This is pretty rare, thankfully.

Real Armor Warding works, 1 to 1 for Ranged resist, 2 to 1 for Melee resist.

Foom tooltip no longer lies about increasing your mana pool. That happens via ranks in Wizardmans.

Monsters who didn't have death sounds should have death sounds now.