Paper Dungeons [1.26] Keyboard shortcuts and bug fix
Version 1.26 Release Notes
Tuesday July 24rd, 2018
Hello,
A small patch to fix some issues with Paper Dungeons.
The online levels had some broken textures, and we added a few keyboard shortcuts to handle the in-game dialogs and information panels.
You can now choose the first choice in dialog with [return], the second choice with [space] or to close the dialog box with [backspace]
Graphic Improvement:
Better texture and shader on the dice.
UI Improvement:
New Shortcut Submit2 [space]
New Shortcut Back [backspace]
The introduction can be skipped with [return]
Panels and Dialog windows controlled with keyboard.
Fixed bugs:
Broken texture on mini map showing the online levels.
Game crash when opening a dialog box and a monster is trying to attack at the same time.
New settings not registering inside the RPG mode.
Hide RollDice not working well on Campaign and Rogue mode. Dice staying on random rotations.
Thanks all for your interest, happy gaming and thanks for your support! :pdkiss:
Paper Dungeons [1.25] New servers connection
Version 1.25 Release Notes
Saturday, September 09th, 2017
Hi everyone!
Our hosting services went down so we had to transfer our Database to a new location. Be sure to update your game in order to create new accounts or access the online maps.
Network Fix:
New server available, holding the last map and users database.
Fixed bug:
- Fixed Puzzle level 29: was impossible to finish due to some changes in the heroes' statistics. Life raised a bit (+0.5 life/level rounded up).
- Fixed a crash bug on Roguelike, when the save was corrupted.
Thanks all for your continued interest, happy gaming and thanks for your support!
Paper Dungeons [1.241] HOTFIX
Version 1.241 Release Notes
Sunday, October 04, 2016
Some players were experiencing freeze during the game.
Fixed bugs:
Fixed Exception error at the end of a fight, resulting on game freeze.
Fixed broken inventory resulting on game crash.
Fixed some texts not appearing in Shops and Temples (Gold and Piety amount).
Thanks for your reports and have fun playing!
Paper Dungeons [1.24] Bug hunting.
Version 1.24 Release Notes
Saturday, July 23th, 2016
Hi everyone!
First, we just finished our last game Miaou Moon! You can vote for GREENLIGHT here (there's a demo available!)
Time to get back on Paper Dungeons to solve all last bugs known and get a stable game. The main hindering bugs concerned the game saves. We also added the improvements to the UI that you asked for.
UI improvements:
The character panel now stays visible when you open your Inventory or enter a Shop.
Added an [Abandon] button to the Rogue mode.
Added a confirmation menu when you try to [Restart] a map or [Abandon] Rogue mode.
Added the name of the map to the [Continue] button in all game modes.
Fixed bugs:
Fixed Rogue saves that wouldn't load properly sometimes (player on flame bug).
Fixed online campaign maps not loading. You can now download, create or upload your own campaigns online.
Fixed active power state that didn't save with the checkpoints (Active spells, Class powers, Dice powers).
Fixed conflicts between Offline modes saves and Online modes saves.
Fixed item inventory swap that was possible on the wrong slot.
Fixed Detecting Eye item that broke current effects or player statistics.
Fixed Online maps textures that didn't load properly.
Fixed various minor fixes.
Thanks all for your continued interest, happy gaming and thanks for your support!
Paper Dungeons [1.23]
Version 1.23 Release Notes
Sunday, June 14h, 2015
Hello everyone!
Here we are with some bug fixed and UI improvements. Plus a new feature: use now your unwanted scrolls and potions when fighting a monster.
Check it out:
New features:
Throw potions on monsters, usable potions (Acid / Heal / Pure Water / Sickness / Poison / Attack boost / Defense boost).
Cast scrolls on monsters, usable scrolls (Curse Attack/ Curse Defense / Curse Life / Direct Damages).
UI Improvements:
Added a new option to remove the voice over during the win or lose game phases.
Added the dice set number currently in use over the dice.
Added your current gold amount over the shop window.
Added your current piety amount over the temple window.
Added an Icon in the inventory to use a potion or a scroll against the monster in fight.
Fixed bug:
Fixed main Inventory button couldn’t be clicked in fight on some resolutions.
Fixed Achievement Reckless not registering correctly.
Fixed some texts indicating Adventure levels instead of Boardgame levels in the main page.
Fixed wrong set number indicated in the dice set bar.
Fixed Text cut for the first NPC in Boardgame Level 5.
Fixed incorrect order when flipping monsters’ info in the codex.
Thanks for your support and stay tuned!
Paper Dungeons [1.22] Achievements
Version 1.22 Release Notes
Tuesday, April 14h, 2015
Hello everyone!
Here we are with 25 Steam Achievements! Also a brand new campaign with a new potion to unlock. We fixed alot of small bugs that were mostly introduced during the last patch, finished with a dash of polish on the UI and optimizations for the new Unity 5 engine…
Check it out:
New features:
25 Steam Achievements.
A new campaign: “The Four Idols”
A new potion: Potion of wisdom restoring 100 piety points.
When your Inventory is full, if you pick a new loot, it will no longer be destroyed but will stay on map.
Game engine upgraded to Unity 5.
UI Improvements:
Added the Achievement page in the Codex, to check your goals and follow your progression towards each achievement.
Added a Blur effect on the backgrounds when opening a menu in game.
Modified the Uncurse icon.
Fixed bug:
Fixed wrong death menu in Rogue mode.
Fixed choosing a new class not possible after a death in Rogue mode.
Fixed NPC not dropping the proper rewards in Puzzle lvl31.
Fixed Curse not showing on Character portrait when receiving a curse from an NPC.
Fixed NPC Type 1, that didn’t work properly in certain cases.
Fixed NPC Type 3, whose second choice’s reward was broken.
Fixed default zoom level.
Fixed wrong UI ratio in certain cases.
Fixed Editor active zone not large enough.
Fixed Items on the move in Inventory, that stayed highlighted green after being moved to another slot.
Fixed clicking 2 times to open the Inventory.
Fixed the Inventory keyboard shortcut “I”, not working.
We are planning to exit Early Access on April 20th. If some new bugs arise, we will release a hotfix.
We’ll be waiting for your feedbacks! Thanks for your support and stay tuned!
Change of plans
Hello,
As of March 2014, it’s been 1 year since Paper Dungeons has been on early access. It is longer than we planned, as we hoped to get all the promised features done by now.
During this time, we improved all game modes greatly, brought many new contents and the single player modes are very solid now. We also introduced many great features to improve the DIY (Do It Yourself) aspect of Paper Dungeons.
Although we still missed the multiplayer game modes, and in order to earn enough resources to keep developing our game, we released Paper Dungeons on mobile last month.
Unfortunately the game didn’t take off on mobile and sold very poorly. I’ve worked very hard these past 2 months to get the first multiplayer mode out on PC, but it’s taking too much time with only me as developer. I estimated that we need at least 4 to 6 more months to get the 3 multiplayer modes done.
Faced with this harsh reality (no income during 6 months), we have to admit that we cannot continue adding new game modes. Instead, we need to focus on finishing the game completely with the current features for a final release.
I understand that many will flame out this post and you have every right to do so. Paper Dungeons is our very first game and we handled poorly this early access opportunity. This is the last time that I release a game without all major features already implemented. This long development has also cost us our game momentum: many players who enjoyed the game from the beginning have already finished the main game modes and will surely not come back, even if we finish to implement new features. With this reduced player base, the multiplayer modes have already lost their main interest.
We plan to get Paper Dungeons out of early access within 2 weeks, with a reduced price of 10 USD to reflect the missing features. And I will dedicate my remaining development time on Paper Dungeons to eradicate the last bugs, implement achievements and bring you a brand new Campaign. The next built of the game will also run with the new Unity 5 engine for better performances.
We want to thank all players and their feedbacks, suggestions, encouragements! Thanks to you, we were able to produce a much better game. Again I am so sorry that I cannot deliver all the features I envisioned for this game.
Do not worry: beside that, we still fully support Paper Dungeons and will continue to patch it every time it’s needed.
Paper Dungeons [1.21] High Def' patch
Version 1.21 Release Notes
Wednesday, February 25th, 2015
Hi everyone!
As you probably noticed, we recently ported Paper Dungeons on mobiles (available for Android at the moment).
The game gained some improvements that benefit the Desktop edition too, so here's the according patch:
- Game balance has been more precisely adjusted.
- All game sprites got a HD makeover, which adds 2 zoom levels to get closer to the action.
- Many parts of the game were optimized and run faster
- We launched a 64bit version available on Steam.
And finally we're introducing a Cloud save, which allows you to upload your saved game on our server and load it back on any device or game version!
Game balance:
Monsters are slightly tougher in all modes, except Puzzle.
Modified the round calculation of bonus/malus so they kick in right away. As a result, dice and basic weapons are more meaningful at the start of the game.
Classic difficulty (all game modes, except Puzzle): Added a -10% malus on level 1 and 2 monsters, for an easier start.
Classic difficulty (all game modes, except Puzzle): Removed the Bonus type benefited from monsters sharing the same type of the boss.
Reduced cost of Identify and Uncurse.
New features:
Added HD sprites.
Added 2 more levels of zoom.
You can now save your profile on our Cloud.
You can now load your profile back from our Cloud to any device or game version.
New game camera adapts the game ratio independently of your resolution.
Reduced the loading time on Restart game and Load point.
Reduced the memory footprint of the game in general.
Added a 64 bit version for MAC & PC.
UI improvements:
Click on your profile name to bring out the Cloud menu.
Added confirmation menu when you try to reset your profile.
Items are no longer distorted when they are moved in the Inventory.
Added color for items moved in the inventory.
Fixed bugs:
Fixed error on Identify or Uncurse without any item selected.
Fixed various game optimizations.
Fixed various minor fixes.
Till the next patch, happy gaming and thanks for your support!
Paper Dungeons [1.20] Boardgame & NPC Overhaul
Version 1.20 Release Notes
Sunday, January 18th, 2015
Hello everyone!
This patch, we focused on revamping the Boardgame mode, allowing you to keep your loot and personalize your characters. Yes! In addition to the dice you unlocked, you can now also keep all your equipment as you progress in the game. Each character class now benefits from a permanent inventory!
To match these big structural changes, the game balance has been tweaked with a reduced drop rate and a slightly raised difficulty.
Our latest storytelling feature has also been improved with 2 new types of NPC. All NPCs now have more options and the possibility to change their look independently.
Check it out:
Boardgame overhaul:
Each class now keeps its own permanent inventory (pieces of equipment, potions and scrolls) as you progress in the game.
You can now rename each class and gender independently from the account name.
Game Balance:
Item drop rate has been halved by 2.
The built in statistic boost for high rank monsters has been slightly raised.
Void mode difficulty has been raised.
All tier pieces of equipment must now be unlocked independently.
The Loot table only contains Common items at the beginning of the game.
Reaching Boardgame mode’s second zone (Tropical zone, Dungeon 31+) unlocks the Uncommon loot table.
Reaching Boardgame mode’s third zone (Desert tone, Dungeon 62+) unlocks the Rare loot table.
In Void difficulty, you start anew with an empty Character inventory.
In Void difficulty, pieces of equipment that you unlocked in Classic difficulty must be unlocked again.
When you unlock a piece of equipment, this specific item will be available in all Shops from Boardgame, Rogue and Campaign modes.
New Items found via Map Editor, User Campaigns or Online mode will not be considered as unlocked.
Cursed items cannot drop your stats under zero.
New items:
NPC Type 4: The Idol. Provides items in exchange of Piety points.
NPC Type 5: The Werewolf. Can turn aggressive and transform into an active monster.
- In Boardgame and Puzzle modes, the level and the type of the monster automatically adapts to your current zone.
- In Campaign mode, the monster can be chosen between levels 1 to 100, and picked amongst the monsters of any zone.
- If the level of an aggressive NPC Type 5 is equal or higher than the dungeon’s Boss, it will become a Boss.
New trap: the Fire trap. This trap is invisible and creates a permanent Firewall when walked over.
New features:
The 5 NPC types can now assume all looks (classes, monsters and NPCs).
The 5 NPC types now have 2 lines of dialog and can give items.
The 5 NPC types can now directly give a negative effect (Curse, Disease, Poison, etc).
New dialog NPC: The Captain.
2nd Campaign: Captain Faranor now shows a correct NPC look during dialogs.
2nd Campaign, 1st dungeon: Introduced a Captain NPC on the map.
New Monster Type: Berserk. It’s a NPC type 5 that has turned into a monster. The Berserk is quite powerful, with basic statistics equivalent to a Dragon.
UI Improvements:
Player’s Dice are now displayed in the bottom left corner of the screen, as a reminder of the set currently in use. You can interact with them: hover the mouse on them, they roll. Click on them to pick a new set.
If you don’t want to see them anymore, choose “Hide Dice Roll” in the settings.
Dice cast a shadow when rolling or staying in the board corner.
Main page: Your current selected character now displays a name. This name can be edited: click on it, type, and validate with “Return”.
Map Editor: Added the 2 new NPCs and new item Fire trap in the “Draw item” menu.
Map Editor: To change the NPC look, place the NPC sprite on the board. Once the input panel opens, click on the NPC portrait to select a new look. This change will automatically modify the NPC sprite on the board.
Fixed bug: Boardgame mode: The 1st dungeon now loads correctly when you click on it, instead of loading the latest saved game.
Due to all these core changes, we had to reset all items that you previously unlocked.
We hope you share our excitement, as this clean slate means that all changes we wished for the single player modes are now implemented!
We’re keeping a steady work for our next big patch, which should introduce the first Multiplayer mode: COOP.
Thanks for your support and stay tuned!
Paper Dungeons [1.19] Storytelling patch
Version 1.19 Release Notes
Wednesday, January 7th, 2015
Happy New Year 2015!
As usual, this is one big patch filled with new features that are storytelling oriented.
To satisfy all those who longed for a real Adventure mode, we are happy to present a new promising game mode: Campaign!
We noticed the name “Adventure” used for the main game mode mislead many players looking for a classic role-playing game with constant leveling. So we decided to simply rename it “Boardgame”, which reflects more accurately its gameplay.
The Boardgame mode now benefits from a storyline with dialogs between the key dungeons levels.
The Editor mode also gets an upgrade, with the ability to integrate Non player Characters (NPCs). Demons and dragons are now available as regular monsters.
An extensive Codex with game data is now accessible.
And a long promised UI Improvement, where all keyboard shortcuts are now rebindables.
New game mode: CAMPAIGN
This new mode allows you to play a fully-fledged adventure with up to 10 dungeons linked together by an introduction, dialogs between dungeons and a conclusion.
Your hero doesn't reset and keeps his inventory between dungeons.
Two official campaigns are already accessible. Each of them unlocks a new type of potion.
In Campaign mode, the player’s leveling system is two times slower than in the Boardgame or Puzzle modes.
Introduced a comprehensive Campaign editor to create your own campaign:
- First you need to create up to ten dungeons in the regular Editor mode.
- In the Campaign Editor, place your dungeons, write a story and insert transitions.
User’s campaigns can be published online and be accessible to all Paper Dungeons’ players.
Implemented an easy multi-line input method to write your own story and dialogs.
New items: Non Player Characters available in all game modes.
NPC Type 1: The Faerie. Provides information, game items and identified loots.
NPC Type 2: The Reaper. Provides information, game items and unidentified loots.
NPC Type 3: Grandpa. Provides information, grants access for money.
2 new potions will be available on the loot table after completing the 2 official campaigns.
New features:
Codex: Game encyclopedia listing all monsters by zone and type, monsters’ dice, player’s dice, pieces of equipment, scrolls, potions, benedictions and classes.
Boardgame, Campaign and Rogue modes: monsters that share the same type as the Dungeon boss get a little benefit from its Crown power (+10% to their statistics). This should bring more parity on which enemy is the toughest in the various dungeons.
All game modes: Demon and Dragon bosses now overflow a single tile instead of occupying 4 tiles. This change allows them to be randomly placed and to chase the player on sight.
Editor: Added 3 NPCs, Demons and Dragons. Any level where a Demon or a Dragon is the higher level monster will be treated as a Boss level, where monsters are always on alert.
UI improvements:
All keyboard shortcuts are now rebindable on the launch window.
Main game mode “Adventure” renamed as “Boardgame”.
Boardgame mode: Story dialog locations added on the map.
Editor: The signs now have a multi-line input with cursor.
Boardgame mode: Help screens at the start of certain dungeons will appear until you have complete this dungeon.
Fixed bugs:
Puzzle mode: Fixed players moving erratically when using the keyboard arrows to walk on an item.
Puzzle mode: Fixed player instantly moving when clicking on a wall or a closed door.
Rogue mode: Fixed game crashing when using the Detecting Eye item.
Boardgame, Campaign and Rogue modes: Fixed archer and mage that sometimes received damages when attacking a monster from a distance.
Boardgame, Campaign and Rogue modes: Fixed the wrong statistics on Crude sword Tier 2, 3 and 4.
Puzzle mode: Fixed the last Dungeon (31) that couldn’t be completed by an archer. Added an NPC Reaper who gives an Attack increase or a Defense increase item.
Hope you’ll all have fun with this new Campaign mode and that we will soon see many interesting scenarios posted.
Cheers!