Dungeonmans Update: Cloud Saves and Gamepad Improvements
Those are the big two changes! Cloud saving should Just Work(TM) and the Gamepad now works in all game menus. In addition, the UI now includes a right stick/click button, which allows for context sensitive actions such as locking and unlocking items, auto-pathing to explored stairways, and the oft-desired Click To Move for those of you who favor the mouse.
One New Monster
Bee careful!
Bug Fixes
Lance of the Scroboss is now a one-handed weapon.
Many stability issues improved.
Fixed crash for some Finite Dungeon gear that would hit non-US players.
Fury Felled A Thousand Foes no longer does ridiculous broken amounts of damage.
Lizardmans Pope crash fixed.
Lizardmans Pope updated and scaled.
Dungeonmans Bugfix 22 March 15
A pair of crash / blocker issues have been resolved:
Academies with Amaranth Pandemonium unlocked will no longer sometimes spawn without doors.
High end item spawning crash fixed, this affected lots of high level towns and dungeons.
1.1b Hotfix
Some bug fixes:
Fix for occasional Beeholder crash.
Foomingdale's shops now populate correctly.
Starting Wizardmens with under 12 science won't crash when mousing over Light Shield (yeah that was a kickin' rad bug to chase down at 3am)
The Finite Dungeon is post-game content, a straight up dungeon crawl with a myriad of enemies, high level scaling, and a variety of music and art. What lies at the bottom? Is there a bottom? Is there a top?
The mechanics of the Finite Dungeon will allow you to perform Academy duties such as turning in Proofs and other items.
Enemies scale in power as you descend the dungeon, and eventually scale beyond level 15. To counter this, there is a new mechanic called Glory.
Glorious items have a Glory Rank, which starts at 1 and ends at some really high number you probably won’t reach. Glorious weapons have their damage scaled up, Glorious armor grants a health bonus when worn. Glorious potions provide larger healing and stat bonuses.
Take note that Glory does not scale Stamina or Mana pools. Those are already silly large. They will continue to grow as your Foom and Stremf increase, but they will not be directly affected by most* gear.
The Finite Dungeon is a one way trip! There are no stairs up, and Carefully Escape Dungeon will teleport you to the starting point of the floor you’re on, but not out of the Dungeon. No getting amulet of Mij and running back to the top while crap spawns around you. Just keep going down and looting monsters.
Dungeon Dervish Update
DD has a new mechanic, Tempo. When you start killing things, you get in the zone, and your hero bounces back and forth to keep her energy up.
Tempo activates for three rounds when you kill an enemy in melee. Killing another enemy during this time resets Tempo to 3 rounds.
While Tempo is active, your DD powers do not cause Strain.
Tempo increases your Parry. When you parry an attack while Tempo is active, you are granted a counterattack.
Using DD powers while Tempo is active causes Tempo to rank up. Each rank of Tempo gives you a 4% melee damage bonus and a 2% parry bonus.
Tempo ranks max out at 5.
Razor Fury now gives you the option of taking one step before whirling around attacking.
Decimanser’s Dance now attacks the enemy with the lowest hit points first, and will continue to prioritize the lowest hit point enemy as the attacks chain. If the attack does not kill the final target, it applies a bleed which can be defined as “Sick Nasty”.
Town Improvements
There are a multitude of new shop types representing varieties of gear and combat styles. Shopkeepers now have unique names and additional audio/dialogue flavor.
Towns are better represented on maps, including Prosperity Rank.
Selling items no longer causes your inventory to randomly shuffle around.
Retiring your Dungeonmans
When you reach level 10, you may visit the Headmaster and suggest that you retire. There are three options:
First is to teach at the Academy.
Second is to open a shop in the wilderness -- this requires some Purloined Inventory.
Third is to wander the world as an Adventurer.
Retiring is the end for that hero, and you will roll a new one!
Stamina and Mana Regen Powers
Most all powers that restore Stamina and Mana during combat now restore a flat value instead of a percentage. These abilities should be useful in helping you keep your resources up but they should not give you the ability to simply recover all stamina in a single round, or cast spells without running out of mana ever.
Combat Balance
Monster HP is going up, a small amount at the mid range and a much larger amount at the high range.
Monster damage is going up starting around level 8 or so.
However, bursty Bleed damage is going down. Bleed damage ignores armor, and has been the cause of some pretty suspect 1HKOs.
Resists will be a little harder to come by.
All Lightspear based abilities now include your main hand weapon in damage scaling.
On Highest Wind and Fury Felled A Thousand Foes now take your mainhand weapon damage into account.
Power Drive now takes weapon damage into account.
Light Armor now increases the absorb level of Light Shield based on your maximum health and the quality of the armor.
Some Bug Fixes
Dungeonmans Release 1.02a Patch Notes
This is a bugfix build without any new content or balance changes.
Paper doll fully keyboard navigable.
Glove and Hat item comparisons now work.
Floating green block inventory bug fixed.
Shield no longer unequips on load if you also have a Polearm equipped.
Upgrading the Academy Warvault now consumes resources.
Legendary Weapons should keep their +bonus modifiers on load.
Chests now save the number of items they are supposed to spawn -- you should see far fewer chests with just a single item in them.
Items that grant powers on equip have had some rough edges fixed.
Eager weapon modifier now drops -- I lied there is new content.
Monsters should no longer occasionally get two turns when first spotted.
Monsters with > 100 AP gain per round should no longer be able to jump all over your face and bite you forever while resting.
Took a shot at fixing up the black screen bug Win 8 users are getting if they play fullscreen. Can't repro it locally but I'm using science to try and fix it.
Dungeonmans Release 1.02 Patch Notes
Mostly bug fixes, and some Academy improvements.
Academy Updates / Fixes
Armory crafting UI fixed up.
Blueprint costs adjusted, in most cases the tier of metal required has been lowered.
Museum dialogs cleaned up, new explanations added.
Ghost Professors may now teach you their skills at any time.
Piles of metal may be found that grant metal to the Armory in bulk.
Steal Stremf Nerf
Enemies now steal a flat 5 stremf the first time they use the power on you, and then 2 stremf with each additional cast. This also reduces the increase in power they receive from the theft.
Dungeon Cleared Status
All dungeon types should Clear properly now. Camps act like Roadblocks-- removed from the map when cleared, and respawning in new positions with a world re-roll or new hero spawn.
Combat Balance
Shield Rush now pins (but does not stun) enemy Bosses, Champions and Ancient Kings in addition to throwing them Off Balance.
On Highest Wind now does increased damage, based directly on Stremf and Foom.
Bug fixes
Enemy swap/shuffle powers don’t work under a Banner that prevents forced movement.
King of Battle correctly grants weapon proficiency.
On Highest Wind should no longer bugs out the camera.
Cosmic upgrading existing Cosmic items will actually use starshards now. Shame on you for exploiting this!
Champion / Ancient King of Thieves will really stop permanently stealing items now, probably.
Unique items and rings keep enchants on save/load.
Baron of Bones requires line of sight to the hero to spawn a Searing Bloodrager.
Marchioness Astromansers won't shield allies unless the hero is within about 10 tiles.
Dungeonmans Build 1.01 Patch Notes
Major Bug Fixes
Monsters that steal items or stats (like Stremf) will now correctly return those objects when killed, even if you left the area.
Stat-bearing rings now grant their stats.
Fixed certain Bleed, Melee and Ranged damage resistances not working.
Players should no longer get stuck in Wooden Barricades.
Items festooned in enchantments by greedy Dungeonmens will no longer cause the inventory to crash.
Many monsters with missing Monster Knowledge values have been fixed, allowing for their types to show in the Museum.
Cosmic Enchanted Items
Be advised that items are now limited to one Cosmic enchant.
Trying to spoil as little as possible here: having 4 or 5 of those stacked on every piece of gear made the game completely trivial. To adjust for this, the power of the Cosmic enchant has been increased. Attempting to enchant an item more than once with Cosmic power will instead increase the magic modifier of the item by one.
Bandits, Brigands, and Towers
Added three new enemy types: Duke of Distractions, Baron of Bones, and Marchioness Astromanser.
Tower difficulty now ranges from levels 8 to 13.
Bandit Kings are now level 13, and no longer appear earlier on as regular enemies.
Brigand Strongmens should be appearing more regularly, and Champions have the power to disarm you!
Towers have been well received for their unique style of play, big rewards, and cool Warlord encounters. However, they didn't quite scale well, to the point where Towers at level 11 or so became too easy, even when marked as "Legendary" depending on the location. This has been adjusted.
The new Bandit types will also appear in high level regular dungeons as well.
Balance Issues
Decoymens can only be summoned one at a time now, and once a Decoymans is killed, all monsters who saw that event get wise to your tricks and might not be fooled again.
Shield Rush no longer stuns Champions, Bosses or Ancient Kings, but instead throws them Off Balance for a round, weakening their attack damage.
Bannermans has an extra mastery point in Cartography, Southern Gentlemans loses one in Bows, bringing both classes to 5 points at start.
Other Bug Fixes
Mountain Scrobolds now bring rocks down on your head much faster.
Fixed Door Spikes occasionally having no health.
Fixed UI issue for Stellar Anvil.
Fixed issues where enemy Blinks would result in them being in two different places.
Fixed Tireless not always working for some stamina powers.
Crash on loading/saving a Temple Map under certain circumstances.
Fixed extra space between damage numbers and damage type in the combat log.
Fix for Blinged Reaper save crash.
Fixed occasional Detonate Deadpulse crash.
Fixed the look of some broken doors in the Mountain Fortress.
12 December Dread Spire Bug Fix
Quick fixes to some critical endgame issues:
Astrolarium and Menagerie now have correct monster populations and can be cleared.
Astrolarium entrance is named correctly and no longer sticks you inside a crystal.
The post-boss portal for the Crystal Charnel takes you to the proper location.
Dread Spire areas are no longer trivial.
Proper death text has been added to the Dread Spire.
Rendering errors with portals and walls have been fixed in Purple dungeons.
Other issues:
Added some missing contributors to the credits.
Desummoning poofs no longer hold up the game.
Swamps now scale from levels 7 to 12 depending on world location and depth.
Mixed-element resistances now work correctly.
Release Version 1.0 is LIVE
Hey Dungeonfans,
Today's the day! Version 1.0 is live and the days of Early Access are over.
Many thanks to all of you who trusted me with your time and money, and helped make Dungeonmans into the great adventure I'd always hoped it would be.
There's still more to come in the form of a free content update, so stay tuned for details on that. In the mean time, tell your friends about Dungeonmans and if you're so inclined: write a positive review!
Update 7 December 2014
Bannermans Changes
The Bannermans now has two Banners instead of six. The Banners are unlocked at the start of the Mastery tree, and additional points spent will add new abilities to the existing Banner. The durations have also been increased to 20 rounds.
Dual Wield / Dungeon Dervish Changes
Razor Fury will do slight damage to all adjacent enemies when it puts you into the high damage stance.
Crippling Crescent has been replaced with Decimanser's Dance, an attack that cleaves from one enemy to the next if you score a kill.
Power Drive
New sound effect, as well as a one tile recoil knockback if there's room after you fire.
Doomtalker!
Who is this crazy old man? Where is he? Does he even exist outside of this patch note?
Summon Gravemooks
The power is now better about finding empty space to spawn skeletons, and it will also scale as you level-- higher level Necromansers may find special Undead joining their cause for a brief time.
Stuff
Droog Captain damage and bleed tuned down, you babbies.
Some Academy cleanup, including new Ookleaf Pine Trees and a fix for having too many Ghost Professors
More death sound effects added, with more on the way!