I think I've fixed this issue! Probably. Big real genuine thanks to those of you who submitted crash reports with repro steps, both via the crash catcher and Discord. They helped me track it down.
Bugfix patch today!
There's been some instability in the latest build, and I've finally had time to right some wrongs and patch over some potholes. No new content today, but here's the fixes:
<*> Fixed some crashes involving Necromansy and certain Meteor powers.
<*> Reworked the Tower Imperiled special adventure to prevent weird behavior, added a new dialog that gives better information upon success.
<*> Counterattacking while Tired will no longer crash.
<*> Fixed the occasional unbustable door bug, sorry 'bout that.
<*> Fixed critical hit / damage display bug
<*> Fixed 0+0 stat damage display.
<*> Deadpulses should save and load correctly.
<*> The Lizardmans Pope set effects will no longer apply to Champions or Ancient Kings. This prevents Fallen Castles from breaking.
<*> Halloween haunted forest maps:
* Reduced the number of encounters, y'all were complaining that those maps were a big slog.
* The game no longer places the boss encounter in the wrong area if you save and load.
Really high level Adventure Map stuff
Once you reach the level cap, you will no longer be able to roll XP over if you happen to earn enough to level up again. Instead, you'll stay at the maximum value and nothing will happen.
This change means you won't be able to earn extra (dozens? hundreds?) Mastery Points in the highest tiers of Adventure Maps. So sorry! If you've already taken advantage of this, more power to you.
Also, the amount of unenchanted white items that drop when you are in high end post-game areas has been reduced.
Buried Lede
There are now TEN save slots!
1.8fna Patch Notes
New Armor Set, Finally!
Tier 5 armor has been added to the game. Yes really. Three new sets of six items a piece, for Light "Armor", Medium Armor, and Real Armor.
These sets are currently rare drops found in higher-tier Adventure Maps. However, the next update will contain a different method for picking up these sets to help reduce the amount of searching you have to do in order to complete your set.
New Adventure Map: Cursed Mines
Found in Adventure Maps only, the Cursed Mines are abandoned tunnels that were created deep in the earth by greedy mens, and abandoned when all hell broke loose. There's more than meets the eye in these areas, so seek carefully and look for hidden secrets.
Medium Armor Update
Medium Armor has received some gameplay improvements in order to push it further towards the ideal of fast moving, high damage, risk taking adventure.
Each piece of Medium Armor increases your critical hit chance by 1% per tier. Which means a full set of 4 star armor increases it by 16%.
Quick Dash allows you to roll through enemies, meaning you'll be cornered less often. Take advantage of this before we all realize it is broken and then patch it back.
Warding for Medium Armor now increases AP gain by 2 per point instead of 1, and also increases critical hit chance by 2.
A number of enemy attacks that were undodgeable by mistake can now be correctly dodged. One of the highlights is the Shinobi shuriken storm, which now treats each throwing star as its own dodgeable attack, which ALSO means Arrow Time can send those stars all over the place.
Light "Armor" Update
Blowout is a thing of the past. When you use an armor power, it simply refreshes your current shield. However, if your current shield is < 50% when you do this, the attack effects from the Blowout still take place -- knocking away baddies, pinning them, etc.
Also, the Health UI has been updated to show the health of your shield while it is active.
Critical Hits
Critical Hits have been kind of underwhelming. In previous builds they simply made all your damage dice roll at maximum. That's great when you have a small bonus to damage, but when your attack are 95% bonus and 5% dice, who cares?
A new stat, Critical Hit Damage, is applied to your attack after it hits. This number is directly affected by your Foom stat. This only applies to attacks made by the hero.
"Spell" type effects still do not crit, but whirling swords and flying arrows can, regardless of the source. Magic-crit might something that happens down the road.
Holiday Updates
Halloween and Animuu Weekend are now both available via a consumable book. However, the book will only set the holiday state for the next 72 real life hours. Permanent Halloween is a bit silly.
To celebrate the Summer Sale, Friday 22 June ~ Monday 25 June is now an Animuu Weekend. Go find some Orbz!
Small Improvements
The Academy Armory size has been increased. Each upgrade gives you 3 slots instead of 2, and you can now purchase as many upgrades you want at the highest level.
Locking items is now Favoriting items. There is a Favorites tab in the UI, and Favoriting an item stack will now lock down the entire stack instead of just one.
When enchanting items, you can see an additional line of data that shows you how many enchant slots are left on the item.
There is a new inventory tab for Research and Adventure Map items.
Heavy Armor is now dodge capped at 60%. This is an improvement for Medium Armor users, who can now feel special.
Warding Seals now drop more often in Adventure Maps, and Adventure Maps themselves drop less often. It's fine, you've got like 300 anyway.
FNA!
Dungeonmans now proudly runs on the FNA framework. Thank you XNA, it has been a delightful 10 years. The conversion might still have a bump or two, you'll notice that the splash screen is missing, and the crash pop-up is gone, but those will be restored in short order.
If you notice any marked differences in sound, graphics, or performance, please let me know.
1.7.12 4K RES OMG also other stuff
1.7.12 is live and DUNGEONMANS SHOULD BE PLAYABLE AT 4K RESOLUTION.
FINALLY. HELP MY CAPS BUTTON IS STU ok ok phew.
What happens now is that the game resolution caps at 1920x1080, and will fill your monitor at that size. Meaning the UI should be readable, and there won't be a million miles of empty space in the backpack UI when you open it.
Dungeonmans Works on 4K Monitors Now
Did you scroll past that first paragraph? You should not.
Small Mouse Changes
Mouse behavior for movement has changed slightly. The biggest change is that no action executed adjacent to you will result in more than one move/step/action. Previously it was possible to click once and step more than one step, or attack and then move, both of which were unintended actions that have cost players many HP in damage when surrounded.
Note that moving the mouse away and holding it down will still make your hero run. However, even then, once your hero reaches the mouse, you'll stop moving. Before, you'd do a silly dance.
Almanac News!
There will be a full post about this later, but new Almanac content has been added. Two (or three? I already forgot) more layout pages with real actual bestiary information on Bandits, Punks, Snakes, Undeads, and Warlords.
There's also a 40+ page document of work-in-progress Almanac writing that reads like the actual Almanac would read. If you really dig on the Almanac, check it out.
Join the Discord and talk about the game / yell at me
This is the best place to get dmans updates as well as bug fixes, advice, science, and discussion of the best Final Fantasy, which is 12.
https://discord.gg/0tYnHDpQ7v9rViPD
Quick fix, patch 1.7.11
Fixed up a couple of stupid bugs:
* Fixed the crash on the Bleeding Bandit encounter
* Fixed the inability to wear a certain dirty useless rag
Apologies for those -- both of them are kinda critical and blocked fun stuff from being accessed.
Horseless Headsmans Patch 2017
The Horseless Headsman Returns!
He's back (or maybe he never left) and there's a little something new this year. Spooky Adventure Maps will drop during the season, leading to all new dungeon types with new boss encounters. You can also collect Rare Mostlies, pets with unique names and a full set of class powers that have no time limit and hop back into your inventory when you change areas.
Line of Sight Improvements
Targeting powers and ranged attacks should cleaner and make more sense. Bugs that occasionally let one target see another but not vice versa have been fixed. Note that there still may be situations where you can't see a monster but they can see you, it's just that those situations won't be based on wonky LOS calculations.
Redistribution of Health
No longer targets enemies out of LOS
Improved audio/visual effects
Will sum all the health leeched and lost before applying it to the caster
Combat Changes
Wizard staves can now parry, Fists cannot.
Dungeon Dervish powers can no longer be used with fists, and require a 1H weapon in each hand.
Debug code that allowed anyone to always equip staff + 1h was still lingering in the game. Whoops. It is gone now.
Many delayed attacks -- attacks that happened as part of animations during a special power -- were NOT using the offhand. They are now.
Most status effects that require armor will go away when you change out a piece of armor, even if they are the same type.
Bug Fixes/QoL
Scrolls of Armor Ascension now properly deliver top-shelf armor mods.
UI Fix: clicking on consumables in hotbars while the Use Item window is open won't toss your items in the trash.
Status Effect display should be a little more responsive when removing effects.
The "Belt" slot, that little box in the bottom right, no longer accepts any items. It will again soon!
Deep Rolled the Thunder is no longer usable in the Overworld.
Certain legendary items that weren't showing up in the Armor tab will do so now.
What's next for Dungeonmans?
Here's the important part: I've signed up with Andrew Aversa, the composer for Dungeonmans, to help him finish his completely awesome roguelike adventure Tangledeep. He has my full time support on fixing bugs, implementing systems, and other awesome features he has yet to announce. Launch is just a few months away and we'll be working hard the whole time, except for that one week around Christmas where I eat too many cookies and play really luxurious long ass games like King's Bounty and Twilight Imperium.
Don't panic!
This does NOT mean the end of support and content updates for Dungeonmans!
It does mean that there's much less time for dmans dev, and you can assume that the next few patches will be bug fixed based with some minor tweaks here and there. There's a great community in Discord helping iron out the remaining issues, and I'm in there all the time. You can be too!
https://discord.gg/0tYnHDpQ7v9rViPD
You can expect to see bug fixes, balance tweaks, and modifications to things like Adventure Maps. You are much less likely to see entirely new systems or batches of new content. I'll still squeeze in a new :axebee: or two when I can. I love Dungeonmans.
This isn't a sunset, the game isn't on life support, don't be dramatic. This is an opportunity for me to help a dear friend bring his dream to life just like he did for me when he created the soundtrack that you the player love dying to.
Tangledeep is GREAT, you know I wouldn't put my name behind something that I didn't think was a solid good time. If you haven't checked it out already, please take a look! Andrew's done a tremendous job of blending the old and new to create a warm familiar world that's full of discovery, excitement, and challenge.
I know some of you are super excited about this news, I imagine some of you are not... and there are lots of you that don't care :D that's ok too. If you have thoughts or questions and wanna taco 'bout it, come by the Discord and let's chat.
Remember: This does NOT mean the end of support and content updates for Dungeonmans! I'm having far too much fun for that. :stremf:
Patch 1.7a8 : Armor Warding!
Armor Warding
Heroes pushing into Adventure Maps of threat 18 or higher will encounter the occasional Warding Seal, magic used by Foomwardens of old to increase the power of their armor. Layer by layer, you will build up warding over time, creating a trusty set of protection that will let you charge into ever greater danger.
Warding has three different effects:
For Light 'Armor', Warding adds additional % to your Light Shield size.
For Medium Armor, Warding adds AP Gain.
For Real Armor, Warding adds flat resists to Melee and Ranged damage.
Just a heads up, the AP Gain on Medium Armor is not huge right away, so don't go feeling like Medium Armor is a must have.
Shops
Weapons with default modifiers on them, such as the variant Polearms and Wizard Staffs, will no longer show up as magical if they are not.
Buying out all of a shop's inventory will put that Shopkeeper out of business, unless...
Bug Fixes
Fired Up Rangermans powers no longer accessible without being Fired Up!
Right clicking to identify no longer dances around the fact that Identify Scrolls might not yet be Identified!
Weapon and Armor racks no longer have a chance to drop 0 loot (boring!) and can drop better loot at higher levels, including the rare legendary if you are lucky.
Status effects tick correctly when walking up/down stairs, meaning Banner particles won't get stuck on you anymore.
Salford's Sealant should no longer accidentally seal away the wrong magic on items with 3 or more stacks of the same enchant.
Foomwarden enchants can be applied correctly to Psychofocii.
Perks should only show up once in the character sheet.
Lizardmans Popes should not be able to die and leave you without a portal.
Fixed some fiddly paper doll stuff.
1.7a5 Release
What was once a Beta is now live today!
Enchant your punches, Eager's gone, new Research Table recipes, Rangermans love, performance upgrades and bugs fixed everywhere. Hooray! Check these notes:
The Vacation Beta has been updated with some new content, and will go from Beta to Live on Monday, 31 July. The branch password remains "loliminkalispell" though I actually returned from there weeks ago.
==> YOU CAN HELP <== If you want to be a real pal, bang on the beta some this weekend, and drop your bugs/feedback/cat photos in the Dungeonfans Discord:
https://discord.gg/0tYnHDpQ7v9rViPD
Psychofocus
Heroes with at east one point in Psychomansy will receive a Psychofocus, a neck piece (!) that can be enchanted like any weapon, and adds its power to your fist attacks. The Psychofocus will grow in power as you add more points to Psychomansy, and will eventually grant stat increases while worn as well. You must have at least one empty hand to take advantage of these, if you have no Fists equipped the Psychofocus will lay dormant.
RIP Eager, 2014 - 2017
Eager, the gameplay breaking, game code crashing, best on every weapon forever enchant, has been retired. It will vanish off of any items currently equipped with it, and will no longer roll on random drops, scrolls, or hammers.
https://www.youtube.com/watch?v=r2-PJRYHx60
RIP Venomizer, 2014 - 2017
You were the trash Rangermans power we neither wanted nor deserved. Replaced with Pinomizer! Pinomizer will deal 2x bow damage and pin an enemy in place. The first time you use Pinomizer in a round, it will not cost any Action Points.
New Adventure Map Research
Research into the mysteries of the old Foomwardens continues! New items may be crafted at the Research Station:
Salford's Sealant: Select and remove a single enchantment from a piece of gear. That enchantment is then SEALED and will never appear on that item again.
Warden's Words of Fury: Fight long enough in the most dangerous Adventure Maps and you may discover a piece of Warden's Wisdom, lost knowledge that can unlock some of the most powerful rituals of war. Completing the Research Station recipe involved will net you to choose from a list of exceptionally powerful weapon enchants, each based on a particular type of weapon and suited to that weapon's gameplay.
Bugs Fixed And Cool Stuff
<*> Drink the Typhoon has improved visual/audio effects.
<*> Rings no longer show broken/wrong prefixes.
<*> Character sheet mouseover for Defeat Block and Defeat Parry are now correct.
<*> Skills and Foom stat description updated.
<*> Holy shit the alt-tab texture bug might be gone finally.
<*> Cut down on Banner Spam in the combat log.
<*> Enchant item scrolls move equipped items to the top of the list.
<*> Closing a Use Item on Equipment window without using the power should no longer fizzle away the source item.