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Genre: Role-playing (RPG), Strategy, Turn-based strategy (TBS), Indie

Guild of Dungeoneering

v1.06 coming soon

Hi folks!

We have some new fixes and features for Guild of Dungeoneering that are almost ready. We're just doing some final testing and hope to have this patch ready for release on Monday or Tuesday next week. This is now released!

Full patch notes are below and our roadmap for future work is here.

As always, thanks for your continued support!
Colm

Battle Scars Revamped


I knew when we added Battle Scars in v1.05 that it was a big change to how things worked, so I specifically asked for feedback. Thanks to all of you who gave feedback on this new feature. We have now revamped how battle scars work.

  • Less scars: a dungeoneer can only gain two scars max
  • More variety: we've expanded the list of possible scars, particularly to bring in more magic-focused ones
  • Less frustration: no more purely-negative scars
  • Evolving scars: most scars now have an [Early Stage] version that soon upgrades into the [Final Stage] version.

As usual new dungeoneers are fresh-faced without any scars. Winning quests gains you scars until you have two, then evolves one scar per win (if you have any early stage ones). So the progression will always be:
New hero -> first scar -> second scar -> evolve random scar -> evolve 2nd scar

This means that the Early Stage version of any scar will only ever be around for 1-3 quests. Given the lifespan of dungeoneers I think this is going to work well.

Here's the new scar list:
- Hard-headed (+1 hp, -1 card) [Early Stage]
[Final Stage] becomes +2 hp, -1 card

- Punch drunk (+1 stupidity) [Early Stage]
[Final Stage] adds to above: stupidity cards now do: block-1-any

- Hulking (+1 hp) [Early Stage]
[Final Stage] becomes +1 hp, +1 stupidity

- Flesh Wound (-1 hp) [Early Stage]
[Final Stage] becomes: -1 hp, gain Tenacious trait

- Scrounger (One loot choice is of a higher level than normal) [Early Stage]
[Final Stage] adds to above: Can no longer take treasure instead of loot

- Gullible (One loot choice is of a lower level than normal) [Early Stage]
[Final Stage] adds to above: +1 to all gold gained from treasure

- Hubris (same pathing change as Barbarian's deathwish, without the bonus hp in battle, description: 'Convinced they cannot lose. Seeks out higher-level monsters') [Early Stage]
[Final Stage] adds to above: +1 hp vs higher-level monsters.

- Fountain addict (fountain pathing bonus, first tile card each turn always has a fountain) [Early Stage]
[Final Stage] adds to above: immune to negative fountain effects

- Tricksy (start quest with level 1 loot choice) [Early Stage]
[Final Stage] adds to above: No gold gained from treasure

- Pyromaniac (+1 fire) [Early Stage]
[Final Stage] adds to above: gain Burn trait

- Paranoid (+1 armour) [Early Stage]
[Final Stage] adds to above: +1 stupidity

- Veteran (+1 blade)
- Scarred (+1 crush)
- Zealot (+1 Holy)
- Mystical (+1 Arcane)
- Naturist (+1 Growth)
- Agile (+1 Swift)

To keep things simple, all old scars will be wiped with the release of this patch.

Turbo Mode


You can now enable Turbo Mode in the options screen to have EVERYTHING happen at 3x speed in the game. Animations, pauses to let you read dialogue, everything will zoom by at this new speed. I wouldn't recommend it for new players as you will miss a lot, but it will be a huge relief I think to people who are replaying or trying out for one of the more difficult achievements.

Ultrawidescreen Support


The game should now work nicely fullscreen (or windowed) even if you have a crazy-wide 21:9 display.

General Bugfixes


- fix for quest-breaking bug if a monster pickpocketed your barbarian's withstand and then used it against you
- fixed a problem with the 50+ tile dungeon achievement not triggering correctly
- fix for an issue if you had a card about to be placed and clicked on the options cog
- fixed a crash if you had the fountain that buffs your unblockable attacks and used an unblockable magic attack
- fixed an issue with monster names in the battle screen that spanned two lines (three-headed monkey, anyone?)
- fixed bug with dice vs conceal not getting +dmg
- sound effects in battle weren't respecting the SFX volume you had selected
- fixed a display bug around opening and closing the boss rematch window several times quickly

Hotfix Feb 17th


- fixed an issue with Zealot incorrectly giving -1 loot choice

Coming soon: the new Trophy Trial game mode

We're working on a new way to play Guild of Dungeoneering called Trophy Trial. It's a special highscore challenge mode, completely separate to the existing campaign, and it will be a free upgrade for everyone who owns the base game. Want to know more? Read on!




Trophy Trial



Here's how it's going to work. You start a new Trophy Trial run by choosing which region you want to play in. You then do a little bit of pre-Trial preparation by picking from one of two possible Dungeoneers, Blessings, Loot upgrades and the special twist that is Fates. More detail on these below. The challenge then is to take your chosen dungeoneer & upgrades and take on an ever-more-difficult series of boss fights. As usual you start each boss fight at level 1 and need to level up and find the right equipment to emerge victorious.

Every time you beat a boss you gain a Trophy towards your high score, and then we alter the rules to make things more difficult. Just simple little things like adding health to every monster from here on out, that kind of thing. You are then given a choice, do you think you can take on another boss with these new rules, or do you want to head home with your current haul of trophies? If you push your luck and die in the next dungeon you score NOTHING!

It's all about knowing when to quit!

High Scores



For each class of dungeoneer in the game we will keep track of the highest Trophy Trial score you managed with that class. We also give you a global score that is made up of your four best classes at each tier.



Trophy Trial will be the perfect way to show your friends just how good you are with that class they keep saying is terrible! (none of these screens are finished by the way, hence the unusual amount of Chumps you see here!)

What are the special rules of a Trial?



When you start a new Trophy Trial you need to make four choices that define the rules of the Trial. Remember, this is all completely separate to any saved games you have where you might have unlocked classes & loot for your guild. In Trophy Trial mode everyone competes from the same blank slate.



First, you need a hero. You are given a choice of only two volunteers who were willing to undertake this Trophy Trial. They will be of two different classes of the tier that matches the region you are in. So if you are doing a Trial in the grasslands you might get to choose between a Mime and a Cat Burglar. They might also be carrying some Battle Scars, too, so you'll have to factor that into your choice!

Second, you get to unlock some loot. For the duration of the Trial the loot that shows up will be the basic starting loot, plus any loot upgrades from lower tiers than the region this Trial is in, plus ONE upgrade of your choice out of two we offer at random. By loot upgrades I mean the ones you can build in your guild in the single player campaign, each of which adds 4-6 new items. For example, if you are doing a Trophy Trial in the Jungle then all tier 1 upgrades will be added to the loot pool, and you can pick one of two possible tier 2 upgrades to add to that.

Third, you get a blessing. We will pick two possible blessings at random and you pick the one you want. The strength of blessing will again be tied to the tier of Trial. So running the Dwarven Mines will give you maxed out tier 3 blessings and running the grasslands you'll only have a choice of the starting blessings.

Finally, it's time for a twist. The final choice is the one that changes everything. You will be given a choice of two possible Fates and must choose one. Each Fate has a helpful positive effect AND a terrible negative effect. They change the rules of the game slightly and will be in effect for the entire Trophy Trial run. I've listed some of the effects we're thinking of below.

Then you start the trial with a random boss fight suitable to your tier. Just like in the campaign, you'll need to build out your dungeon, place monsters, and get strong enough to take on the boss or die trying. If you succeed you gain a Trophy, we turn up the difficulty, and it's time to choose: take your Trophies home and commit to this score, or risk it all and take on another boss!

Fate effects



We're building up a set of positive and negative Fate effects. One of each is chosen at random and combined to form that Fate. You must take both the good AND the bad effect together, but maybe you'll be able to work around them thanks to your class or blessing choice. Or just by being that good at dungeoneering!

Here are some of the positive effects:

  • Nimble: All monsters gain the Predictable trait
  • Resourceful: Hero gets one more loot choice than normal
  • Piercing: Hero’s Unblockable attacks gain 1 magical damage
  • Prepared: Hero’s starting hand size increased by 2
  • Overachiever: One of the loot choices is at +1 level than normal


Here are some of the negative effects:

  • Prey: All monsters get the Aggressive trait
  • Cursed: All monsters get the Blessed trait
  • Clumsy: The first card in every fight is concealed
  • Stupid: Hero gets +2 Stupidity
  • Nihilist: Hero gets one less loot choice


So in a given Trial you might be choosing between one Fate that is (Nimble AND Clumsy) and a second Fate that is (Prepared AND Stupid). As you can see these are really going to change how the entire Trial plays out!

Daily Challenges



We are also going to use the wonderful Daily Challenge idea in this new mode (hat tip to Spelunky!). Once per day you can have ONE attempt at the daily challenge Trophy Trial. Everyone in the world will get the same set of four choices to set up their Trial and then we will see who gets the highest score!

Questions?



We're still building Trophy Trial but hope to have it ready sometime in the next couple of months. Got suggestions? Feedback? I'd love to hear what you think about this new game mode! Here's the thread to tell me about it.

Thanks for supporting us!



Finally I'd just like to take a moment to say THANK YOU to everyone out there who has given our tiny team a chance on our first game. You have really made 2015 a wonderful year for us here at Gambrinous! Have a wonderful Christmas & New Year's celebrations wherever you are.

Thanks,
Colm Larkin

v1.05 now out (battle scars & boss rematches)

Hi folks!

We have been working away on some new features & fixes for the game.

Full patch notes are below and our roadmap for future work is here. Our next patch after this one will be all about 'endless mode' - more news on that soon.

As always, thanks for your continued support!
Colm

Battle Scars


We specifically designed Guild of Dungeoneering to not overly punish failure. You can never 'lose' the game (even if your graveyard becomes increasingly crowded) and you have unlimited dungeoneers available to throw at dungeons. However this does mean you are never attached to any particular dungeoneer. Even adding features like naming your dungeoneers, or giving them a unique hairstyle didn't quite fix this. So we're trying something new. Hopefully this leads to a little more attachment & unique story for each dungeoneer.

Dungeoneers now gain Battle Scar traits over time, as they survive dungeon runs. New dungeoneers are always 'blank' and exactly alike. But as they complete quests they gain battle scars that can be good or bad. Here's the possible scars you can gain:

- Hard-headed (+1 hp, -1 card)
- Head injury (+1 stupidity)
- Veteran (+1 blade)
- Scarred (+1 crush, -1 hp)
- Flesh Wound (-1 hp)
- Zealot (+1 Holy, -1 loot choice)
- Scrounger (One loot choice is of a higher level than normal)
- Gullible (One loot choice is of a lower level than normal)
- Hubris (same pathing change as Barbarian's deathwish, without the bonus hp in battle, description: 'Convinced they cannot lose. Seeks out higher-level monsters')
- Fountain addict (fountain pathing bonus, first tile card each turn always has a fountain)
- Tricksy (start quest with level 1 loot choice)

Got feedback on battle scars? I'd love to hear about it here.

Boss Rematch


Once you completely clear out any of the regions in the game (grasslands, jungle, mines & pirate's cove) you unlock the option to replay levels in that region.

A new 'boss rematch' overlay appears on the map which will give you a random bossfight from that region. If you find you are stuck on a new region for any reason this is a great way to earn some gold from a previous region. This will also make it possible to unlock pirate's cove with a savegame that has previously finished the jungle region (just find the pirate map in a jungle boss rematch quest).



Dungeoneer Rehiring


Dungeoneer rehiring is no longer instant. When you lose a dungeoneer it now takes time to find a replacement. You will need to attempt a quest with one of your other dungeoneers before a replacement arrives. Chumps, however, are ALWAYS available immediately!

Designwise this is again to give a little more downside to failure (though temporary) and to encourage you to try some more classes. If you only just reached a new region (eg, the jungle) and only have one class from that tier, you can avail of the new boss rematch feature with your other classes while you wait for your replacement.

Stability, Crashes & Memory


Game stability has massively improved. We did another huge pass on cleaning up how we use memory. This should help prevent crashes people were seeing, especially around creating really big dungeons. We've also added a new option to use lower-quality art assets for folks who are seeing this issue often.

Card play improvements


As well as dragging cards from your hand to the board you can now also click on them once, then click again where you want to place them (particularly handy with laptop trackpads where dragging was awkward). Also, as you are placing a card we now show a little rectangle in your hand where the card was, so you can drop back onto this to cancel without fear of accidentally placing it in a valid spot on the map underneath it.

General Bugfixes


- moved objectives area to top left and cleaned it up a lot
- made separate volume controls for SFX / music / bard. No more master volume
- laid out options screen a little better
- can now rename dungeoneers at any time (click into dungeoneers in your guild, click on one, then click on their name)
- only pan view to talking character if they are offscreen (previously would always center on them)
- chat bubbles can be to left OR right to fit on screen at edges
- improved how we trigger all tooltips (now checks if the mouse has stopped moving before triggering them)
- added a low-resolution graphics mode to the options screen. Use this if you are crashing a lot or having performance problems.
- added small click sound effect to mouse clicks
- removed delay on returning to guild before rooms appeared
- fixed occasional issue where traits area in battle screen was blank
- when battle icon animations are turned off, we now still show the icons just without animation (was blank previously)
- fixed issue where monster's attack card would stop having a tooltip when your hand got too big
- made it possible to choose no blessing if you want. Added a carousel effect to swapping blessings/dungeoneers
- all tooltips referencing 'hp' now use the heart icon

Hotfix: Nov 19th


A couple of small issues with 1.05 are now resolved:
- If you have completed the jungle and want to unlock Pirate's Cove you can now do so via boss rematch (this was meant to work in 1.05 but wasn't triggering correctly)
- Ending your turn while the boss is still chatting and moving to the board at the start of a quest was causing some problems with phantom turns, should now be solved

v1.04 out now - Patch Notes

Hi folks!

v1.04 is now out! It is a smaller patch with mostly bugfixes plus balance tweaks for Pirate's Cove. We will keep looking at balance in the expansion so suggestions are welcome.

As always, thanks for your continued support! Full patch notes are below and our roadmap for future work is here.

Thanks!
Colm

Pirate's Cove quest changes


- Skull Cave, Quest 3: Tweaked level layout so you can choose to reach the boss before the end of the countdown.
- Broken Boat, Quest 2: Shortened the quest by simplifying starting layout and changed the objective from 4 to 3 Giant Crabs.
- Sand Fortress, Quest 1: Slightly tweaked the layout to reduce backtracking. Objective changed from 4 to 3 Giant Crabs.
- Sand Fortress, Quest 2: Removed corridor tiles beside starting point to give the players more freedom in designing the layout of their dungeon and avoid frustration in the early turns.
- Big Booty, Quest 3: Tweaked level layout so you can choose to reach the boss before the end of the countdown.
- Waterfall Bay, Quest 1: Tweaked the layout so there's an easier way to reach the pearls that doesn't require as much backtracking

Pirate's Cove balance & additions


- H2Omancer trait 'High Tide' changed to trigger when your discard pile has 3+ cards in it (was 4+)
- Oarsman L1 monster had health reduced by 1
- The final quest now has lovely ocean tiles around the pirate ship
- We added a bunch of sound effects for all the new monsters (when placed)

OST upgraded


- For owners of the OST (included in the Deluxe edition) we've added three songs to it. There's two variations of the new Pirate's Cove background tune (Monkeying Around) plus the special pirate shanty from our trailer (Sailing Away To Pirates Cove). You get these even if you don't own the expansion!

General Bugfixes


- Fixed the cartomancer Rules Lawyer trait, it's now working again
- Fixed a crash when some stolen cards were played by monsters (particularly the Refresh card)
- Fixed a crash when double clicking the return to guild button in win/lose screen
- Fixed boss taking two turns in a row when he's chasing you AND there were other monsters moving around
- Fix for journal oddness when only just placed
- DoTs like burn/bleed were disappearing when temporary traits were reset (eg 1-turn Conceal)
- Brought back the detailed battle card tooltips appearing above cards when you are examining loot in the loot screen
- A number of fixes for memory issues which were causing crashes after playing for a while
- Retribution damage can now gain +1 from a monster with Mundane
- Quest music was starting in battle mode after a death
- Fixed a crash with clicking on the bookstand in the trophy room when it was already open

Guild of Dungeoneering: Pirate's Cove now available!

Guild of Dungeoneering: Pirate’s Cove is now available to play!


Bonus: if you preordered the base game before launch on July 14th you should now have received this expansion for FREE. Check your steam account! If you didn't then worry not you can pick it up right here.



Guild of Dungeoneering: Pirate’s Cove is the first Adventure Pack we have created for Guild of Dungeoneering. What’s included?

  • A new region of the world to explore with 21 new quests to take on, all set in a new watery cave tileset
  • Rescue 3 new classes of dungeoneer to adventure with: the Drunken Sailor, the H20mancer and the Swashbuckler.
  • Battle 29 new monsters including Merfolk, Giant Crabs, Three-Headed Monkeys and of course more pirates than you shake a wooden leg at!
  • Find 27 new equippable items like the Eye Patch, the Barrel O’ Rum, or the Newspaper Hat.
  • Listen to a brand new background track & 5 new musical asides from the Bard

This represents about one third more content compared to the base game.

Where do you find Pirate’s Cove ingame?


To find the entrance to the Pirate’s Cove region you need to first reach the Jungle in the main game. Once there you will find a Pirate’s Map that unlocks the new region.



The reason for this is that difficulty-wise the new quests and monsters are at the same tier as the rest of the jungle area. Think of these new quests as an optional extra area within the Jungle (that is about the same size again as the Jungle itself).

While adventuring in Pirate’s Cove you will have the opportunity to rescue the three new classes of dungeoneer to permanently unlock them for your guild. This is a change from how classes are unlocked in the main game (paying for them with gold).

If you have previously beaten the game and just want to check out the new quests straight away we’ve added a shortcut. When you start a new game simply choose the ‘Jungle Shortcut’ option and we’ll skip the whole Grasslands starting region and land you straight into the Jungle.

How does it tie into the existing Guild of Dungeoneering experience?


The idea of the Adventure Pack is to extend the entire Guild of Dungeoneering experience. It’s not just a standalone series of quests to take on. The main mechanism for this is all the new equippable loot you can find.

All of the loot included in Pirate’s Cove can be found anywhere in Guild of Dungeoneering, not just in the new region. We’ve split up the Pirate’s Cove loot between all the existing Guild upgrades that add loot, plus thrown some of them into the starting loot deck. So you will be finding new Pirate’s Cove loot throughout your game, unlocking new pieces as you unlock loot upgrades for your guild.



For example this is the Steel Anvil upgrade which unlocks four new items in the base game. If you have Pirate’s Cove installed a further two are added.

Show us some of the new classes!


Sure thing! First the Drunken Sailor. Their defining feature is the new ‘Rum’ trait: the first time they reach exactly one health in each combat they will swig their rum and heal themselves for two. This is an interesting twist because you want to reach exactly one health to avail of it, which can be risky!



Their starting deck also has a couple of attacks that do self-damage. Turn this disadvantage into a way of triggering Rum exactly when you want it to be successful with the Drunken Sailor!

What about the H2Omancer? This magic based class uses a new battle mechanic called Recycle. The H2Omancer’s cards have self-recycle, but you’ll also find some enemies that cause you to recycle as part of their attacks. A recycle makes you discard a card at random but lets you draw a bonus card to replace it. It can be bad (losing a key card you need to win the next turn) or good (turn that stupidity card into something good, or to dig through your deck for your power cards quicker).



The H2Omancer also has a ‘High Tide’ trait that interacts with the recycle ability. Whenever you have 4 or more cards in your discard pile the enemy you are facing gains the ‘Predictable’ trait, letting you see the card on top of their deck that they will be playing next turn!

I’ll leave the details of the third class you can find in Pirate’s Cove, the Swashbuckler, as a surprise for you. I will say if you enjoyed the Bruiser’s playstyle you’ll also like the Swashbuckler!

Thanks again for your continued support and we hope you enjoy this new content!
Colm Larkin

Ye want t' be a pirate aye?

September 19th is International Talk Like a Pirate Day - so we're celebrating by showing off Pirates Cove!

All day today you'll see folks from the amazing Main Menu Live team playing - be sure to go check them out and stop in and give them your best Ahoy!

http://www.twitch.tv/team/mainmenu

You'll see a cobination of the following amazing streamers playing:

IronChefBobbyFlail
Misskaddykins
Brotatoe
Thundercast
HJTenchi
iKasperr
CobaltStreak
InexpensiveGamer
BaerTaffy
AlaskanSavage

We've also got an amazing new trailer for Pirates Cove - which is coming out on the 24th!

https://www.youtube.com/watch?v=nRBGOgSVARQ

Finally - as a reminder - if you pre-ordered Guild of Dungeoneering you'll be getting Pirates Cove free of charge on the 24th! If you didn't pre-order, you can add Pirates Cove to your Steam Wishlist right here:
http://store.steampowered.com/app/402700

v1.03 out now - Patch Notes

Hi folks!

v1.03 is now out!

We are also super busy preparing our first Adventure Pack Pirate's Cove which is now almost ready! Will share details very soon.

As always, thanks for your continued support! Full patch notes are below and our roadmap for future work is here.

We've just pushed a hotfix in addition to this. Details at the bottom.

Thanks!
Colm

Class Previews


- You can now view a full breakdown of what each class does before you unlock it! You can see their six card starter deck, health, and any special traits. Just click into an upgrade and then on the class card.
- You can also click into the dungeoneers tab and click on one already in your guild to remind yourself of their details.

Improved Win/Lose screen


- The screen you see when you win or lose a quest has been significantly improved. You'll see an itemised breakdown of your gold gains, plus see exactly what special things you may have unlocked (like trophies, the graveyard, etc)

Trophy Room upgrade


- The trophy room has had some nice furniture brought in! Cozy! You can click on it in your guild to look around.
- There is now a journal on a stand in the Trophy Room. Click on it to re-read any story popups you've unlocked.

More Music!


- We've upgraded the number of music tracks you'll hear while in dungeons from four to TEN. There's also a special track that you'll only hear in the Jungle and another you'll only hear in the Dwarven Mines.
- PLUS all ten tracks now have a special variation that you'll hear during battles. Oh, the dynamism!
- While we were at it, we fixed an issue where muting music in the settings sometimes made it impossible to unmute it.
- And we'll tell you the name of the song now playing at the top left of the screen when it starts
- Finally, the rather amazing Dungeoneering Mania track from our launch trailer plays over the credits now. Seriously, check it out.

Class Obsolescence


- Aren't all dungeoneer classes fun? Wouldn't it be nice if the lower tier dungeoneers still had a chance in the harder regions? Well here's our first attempt at that.
- All tier 2 classes have had their base health reduced by -1, and tier 3 classes have had their base health reduced by -2, so all dungeoneers have similar health totals.
- Now when you reach the Jungle you are awarded a new decorative room (the Fountain) to place in your guild which gives ALL dungeoneers +1 health. And when you reach the Mines you get another one (the Garden) which has a cumulative +1 health effect.
- This means the lower tier classes should be a little bit more viable, though still weaker than the T2/T3 classes - as their starting deck remains weaker.

General Bugfixes


- Barbarians now have wrinkles. Because they are so OLD
- Tidied up how we show your hand and your health when you get a LOT of cards/hearts
- Fixed some craziness with health display in the new animation system, especially seen with self-damage combined with heals (that's YOU most holy grail knight)
- Fixed some issues with Retribution, Sluggish and Bulwark traits
- Hitting ESC in combat no longer has the options screen appear behind the combat screen
- The first tile placed for you in the first tutorial mission can no longer have a mysterious fountain on it
- No more building rooms below your guild's main entrance
- Paper Shield works as you expect when you have no cards in hand, now
- Fixed a game hang caused by partial blocking of Mime special cards
- No more poking your dungeoneers behind other windows in the guild
- Fixed a rare occasion where a boss would get stuck halfway to their starting room
- Fixed an issue with Reflecting Ray + queued damage
- Cursed Bow trait correctly called 'Decay', not its old name 'Meaty'
- Fixed an issue where cards weren't being correctly shuffled when your discard pile cycled back into your deck

Additional hotfix Sep 23rd


- some fixes and tweaks to support Pirate's Cove which is launching tomorrow
- fix for unique jungle/mines tunes not always playing the first time you are in that zone
- a number of fixes to odd behaviour when dragging cards, including an annoying bug where the token you were dragging would get stuck on your hero
- fix with mime discard ability locking the game if you died that same turn
- fix for retribution crash
- fixed overflow of gold amounts on win screen
- prevent build button appearing for unlocks you have already bought
- fix for duplicated special effects like the Troubadour's trait

v1.02 Out Now! Win+Mac

Hi folks!

We are still wrestling with a problem with triggering achievements on the Mac version of the game but rather than delay this patch for everyone we've decided to go ahead with it for Windows now and we'll update it for the Mac as soon as we can.
Edit: 1.02 is now live for both Windows + Mac. We've also fixed a few bugs people have found in the new battle animation system (details at bottom of this announcement).

As always, thanks for your continued support and I hope you enjoy hunting for some of these achievements. Let me know if you figure out the two hidden ones!

Full patch notes are below and our roadmap for future work is here.

Thanks!
Colm


Achievements


- We've added 49 fun achievements. Very few of them are of the 'do X normal things' variety. I hope you like them. There are even two special hidden achievements for you to figure out. You can see the full list of achievements here.
- Note achievements are not awarded retroactively, you need to trigger them once you have updated to v1.02

Battle screen animations + sounds


- This is to both spruce up battles so they are a bit more fun AND to help explain some mechanics better, like quick, unblockable, magical vs phsyical attacks, blocking, etc! This includes the much-missed Fury trait!
- As part of adding these we've gone back and sped up a lot of the timings of things at the start and end of battles (like the cards being dealt, etc), so you should get into and out of battles quicker, even with the new animations.
- We've also added an option to disable this new battle animation system if you don't want to see it

Bugfixes


- the graveyard is now properly infinite! Finally room for all your failures \o/
- write save file to temp file first, then if successful copy over existing save data. Should prevent rare case of blanked save games.
- fixed issue when in windowed mode the hover target area was wrong in the trophy room / graveyard
- PROPERLY fixed the spooky ghost card that remained on screen when you clicked the 'you died' popup too quickly (we hope! maybe this bug will haunt us forever)
- fixed issue with wrong alignment on really-big-resolution widescreen monitors
- windowed mode now also allows you maximise the window to have a full-screen-with-chrome window
- fix a couple of crashes around leaving the tutorial too early
- added missing tier 1/2/3 labels in unlock screen

Bugs fixed in Aug 8th hotfix


- Tough Fight and REALLY Tough Fight achievements were being triggered on loss as well as on win, now fixed
- Ferocious is now checked last to allow other extra damage to be totalled up first
- Stopped Ferocious applying to Magical attacks
- Ranged trait now only adds +1 to quick attacks that are physical, not quick magical attacks
- Dice (Blade II) no longer adding +1 dmg wrongly
- Fix issue with quick icon not always displaying
- Conceal should now only land when icon hits. Should also not be applied if blocked
- Stopped SpellSword icon from vanishing when using Arcane Swipe
- Damage-over-time oddities should now be fixed (e.g. Fury not triggering when card played at half health after Burn)
- Sped up large attacks
- Fixed Card Storm not discarding 4 cards
- Fixed Brain-Enhance Serum not drawing cards (also fixed its name)

V1.02 Delayed a few days. Patch notes inside.

Hi folks!

I was hoping to be able to publish our next patch with battle animations and achievements sometime this week but I'm afraid we've run out of week and the patch isn't quite ready yet.
Sorry :(

We've coded up all our achievements now and are just going to spend an extra day testing them. Battle animations are 99% done, but we're still syncing sound effects to animations, which should take about another day too. I will say the new battle animations + sounds really add a lot of life to battles.

So basically we should be ready with this patch live on Tuesday August 4th.

Really looking forward to sharing this update with you & sorry for the delays. Full patch notes are below and our roadmap for future work is here.

Thanks!
Colm


Achievements


- We've added 49 fun achievements. Very few of them are of the 'do X normal things' variety. I hope you like them. There are even two special hidden achievements for you to figure out. You can see the full list of achievements here. [B]NOTE: YOU CAN'T GET THESE ACHIEVEMENTS UNTIL V1.02 IS LIVE

Battle screen animations + sounds


- This is to both spruce up battles so they are a bit more fun AND to help explain some mechanics better, like quick, unblockable, magical vs phsyical attacks, blocking, etc! This includes the much-missed Fury trait!
- We've also added an option to disable this new battle animation system if you don't want to see it

Bugfixes


- the graveyard is now properly infinite! Finally room for all your failures \o/
- write save file to temp file first, then if successful copy over existing save data. Should prevent rare case of blanked save games.
- fixed issue when in windowed mode the hover target area was wrong in the trophy room / graveyard
- PROPERLY fixed the spooky ghost card that remained on screen when you clicked the 'you died' popup too quickly (we hope! maybe this bug will haunt us forever)
- fixed issue with wrong alignment on really-big-resolution widescreen monitors
- windowed mode now also allows you maximise the window to have a full-screen-with-chrome window
- fix a couple of crashes around leaving the tutorial too early
- added missing tier 1/2/3 labels in unlock screen

Detailed Roadmap + v1.02 coming next week

Hi folks!

I've just written up a detailed roadmap for Guild of Dungeoneering. Here you'll find what we're going to be adding to the game over the coming months:
http://steamcommunity.com/app/317820/discussions/0/535151589888440541/

We're also working on a new update (v1.02) which we were hoping to get out this week. Things are taking just a bit longer than we thought so it's looking more like Monday or Tuesday next week. This might mean we squeeze in a few more smaller things though! What we're looking at including so far can be found below.

Thanks!
Colm

Achievements


- We've already come up with 40 funky achievements to collect. Got suggestions? We're listening right now over here:
http://steamcommunity.com/app/317820/discussions/0/535151589886458256/

Battle screen animations, icons, sounds


- This is to both spruce up battles so they are a bit more fun AND to help explain some mechanics better, like quick, unblockable, magical vs phsyical attacks, blocking, etc! This includes the much-missed Fury trait! This is NOT final but check out this animated gif to see a bit of work-in-progress on this feature:



Debug Ducky rockin' the Fury

Bugfixes


- the graveyard is now properly infinite! Finally room for all your failures \o/
- write save file to temp file first, then if successful copy over existing save data. Should prevent rare case of blanked save games.
- fixed issue when in windowed mode the hover target area was wrong in the trophy room / graveyard
- PROPERLY fixed the spooky ghost card that remained on screen when you clicked the 'you died' popup too quickly (we hope! maybe this bug will haunt us forever)
- fixed issue with wrong alignment on really-big-resolution widescreen monitors
- windowed mode now also allows you maximise the window to have a full-screen-with-chrome window
- fix a couple of crashes around leaving the tutorial too early
- added missing tier 1/2/3 labels in unlock screen