Seriously thanks - as you can tell I'm not in it for the money, but Free games get ZERO store exposure, thus the DLC idea to promote this game.
I still think the combat could be simplified and the artwork style needs to be made crisp and clean... but hey. It's been emotional.
X Dave.
Mod Released
AVAILABLE HERE: Mod DB link This mod replaces all artwork with the original Atari ST artwork by Andy Jaros. This mod also replaces all music with Wayne Holder's awesome FM Towns score.
1987 saw the release of DUNGEON MASTER. This MOD updates Super dungeon Master Ace on Steam to look, feel and sound like the original classic game.
All new CLASSIC assets: - Title screens - Player portraits - Background music
Thankyou to the patrons!
Do you remember 2017?
Well I do - that's when I started this madness...
Super Dungeon Master was released with very bad art and unintuitive controls... however it played a lot more like 'Gauntlet' - and some did prefer this.
So it is now available for those who want it as a thankyou.
PS: if you still want it without purchasing DLC, let me know and I'll host on dropbox and post link here. :)
Dungeon Master 1987 - the Trilogy is Complete!
Finally, after completing all three chapters, this game is now complete!
I'll be promoting in the Steam summer event as a 'why not' - but wanted to say a massive thankyou to all the support and those who took the time to play, review and rate this game.
v3.50 - OPTIMISE HUD & THIEF SENSES
- improved framerate by reducing HUD update to only when not moving
- replaced DEBUG option wiht GRAPHICS SIMPLE: this reduces on-screen anims
- SNEAK: when not sprinting, there is now a chance to see secret paths
- improved secret wall transitions: you now 'fade through', rather than 'walk on'
this is based upon your NINJA rating.
3.47 - PERKS and CLASS SKILLS!
NEW FEATURES:
PERKS:
All restorative skills, magics and mechanics now re-organised into a seperate slot, for easier navigation!
CLASSES are now IMPROVED:
Each class now has a special move to take down certain enemy types:
Wanted to introduce a mechanism that allowed certain classes to easily defeat certain encounters as a wildcard mechanic - let me know what you think.
[NB: those loading existing campaigns will need to level-up to see skills appear in their inventory]
Build notes:
v3.47 - PERKS and CLASS SKILLS
- new feature added: classes no have special killer moves!
- improved combat artwork
- added extra tutorials
- improved LEVEL-UP menus
- improved item picks
3.44[b] - Chaos Strikes Back! Now with added Achievements!
A MAJOR UPDATE:
v3.44a - +25 Achievements:
- 60 Achievements now! - another PC added to Tavern
v3.44 - CHAOS STRIKES BACK
- CSB is now completable!
- Includes some shortcuts and hint-givers to help
- many, many bugfixes
v3.43b - CHAOS STRIKES BACK [patch]
- fixed a couple of blockers in CSB
- re-worked 'DDD' 'fighters charge'
v3.43 - CHAOS STRIKES BACK
- rebalancing of level 3
- visual markers for random encounters
3.43 - Chaos Strikes Back!
CHAOS STRIKES BACK!
Big overhaul of CSB levels
Improved balancing
Chapter III is becoming more well-rounded, though it is still WIP.
Bug-fixes and global improvements also included in build.
3.40 - improved timed combat
v3.40 - improved combat:
- combat timed attacks now graded, being more varied
- XP bonuses improved: leaders and those with high luck gain extra xp
- rebalance of initial levels
- more bonuses for solving puzzles and unlocking achievements
- torches: now light up level fully when light levels max'ed.
So now as you progress, the timed blocks should vary more:
- when you are doing well, the timing gets very tough
- on the first level and when you are low HP, you tend to avoid the big hits
XP bonuses also rebalanced: so the leader gets a slight perk, and LUCK adds a perk too: so LUCK items effectively help level progression
thanks to my stalwart testers for all the feedback :)