Super Dungeon Master cover
Super Dungeon Master screenshot
Genre: Role-playing (RPG), Simulator, Strategy, Adventure, Indie

Super Dungeon Master

3.27 - improved blocking mechanism

v3.27 - improved combat-balancing
- now when fighting, successful blocks can trigger recovery of AP, Mana and even HP
- improved item drops and enemy balance
- minor bugfixes

Combat has three elements: health, action points (skills) and mana (magic)

attacking reduces any / all of these.
certain moves improve any all (guard / intimidate / confound)

in addition, blocks can trigger small bonuses for defender
a successful succession of blocks yields a large bonus for defender

3.26 - trimmed

noted animations from combat were causing slowdown as game progressed, so simplified, and sped-up combat

3.24 - combat balance update

v3.24 - combat balancing
- fix for F12-causes crash bug
- improved balancing
- combo-bonus for mutliple blocks added
- improved tutorials to explain GUARD, CONFOUND and INTIMIDATE
- backstory added to library - improved ambient audio
- bugfixes

So wanted to improve the DEFENCE mechanic of combat:
During combat, your Mana and AP drains as you use SPELLS and SKILLS.
GUARD will boost HP, Mana and AP
SPELLS: CONFOUND boosts Mana
SKILLS: INTIMIDATE boosts AP

Also, successive defence blocks can now trigger super-boost for defending player: clears debuffs and increases agility - until a block fails at least.

Improved dialogue and tutorial as well.

and a continued thanks to all supporters!

3.22 - let's talk!

v3.22 - updated audio
- improved audio on conversations and incidental
- can now edit player backstory
- improved combat encounters (potential bug if kill enemy prior to reinforcement arriving)
- improved penalties for HARD MODE
- improved SPECIAL champions, upstairs in Tavern (go look!)

thanks as ever... :)

3.20 update released!

v3.20 - updated light, fogging gone
- renamed as SUPER DUNGEON MASTER ACE, as no-one was getting the 'VX' thing. And as it is a trilogy, dropped the Firestaff name too.
- all three chapters in-sequence now.
- fogging removed to help processing and growing filesaves
- improved torchlight
- 'sprinting' button reintroduced - rewards now for resting
- improvements to HARD mode
- improved tutorials
- extra signposting at start
- can now complete chapters I to III without the need to restart: so DM players can now play in CSB!
- CSB updates, but still lacking polish: technically completable. It can however now be accessed.
- original colorised artwork restored and re-introduced.

Update 3.03a - POTIONS!

And continuing on with the updates...

POTIONS: this PRIEST SKILL is now available

Allows anyone with the skill to create potions...


---

Some balancing work and it's now possible to go from TAVERN into CHAOS STRIKES BACK (EARLY ACCESS)

~~

well, I'm having fun, :)

Thanks to everyone for their ongoing support!

3.03 - patch released

Thanks to the great reception to build 3.02!

FOOD! DRINK! LIGHT!

Responding to feedback spearheaded by ahySlei & andiman5, have amended the supplies in the game:

- additional tutorials at start to explain food and water
- WATERSKINS: these are now in-game
- FOUNTAINS: when you are full, you can now fill waterbottles and empty vials!
- IRON RATIONS: when you are full, collected food is stored in inventory!

- LIGHT: decade time for light increased
- VISIBILITY: distance illuminated increased

Food, water and light DO add an impetus to the game - however you should feel free to explore the dungeon as well. This patch may prove too generous, however I will leave that for you to decide!

Thanks to everyone for the ongoing love and support!

~~~

NB:
Chaos Strikes Back is now 'unlocked' - however it is early-access as is unpolished, however it is functional! - so come back soon for an update on the final chapter of this quest!


Build 3.02 posted

A modest update:

Game assets optimised to improve performance
HUD: now when facing DOWN, HUD minimises
PARTY: team now chatter to indicate any needs, eg: if hungry or hurting
INTRO: extra ghost tutorial at start to set-out basics of NPFW.
Balancing of some combat
LOOT: previous build - loot was virtually impossible for the unlucky, so boosted.

Thanks for the QA and feedback dudes!

Dave

Build 3.01 released

Actually a minor update, however wanted to share:

This build allows players to see their

NPFW

stats.

???????

some explanation:

=============

RULES OF THE GAME


Wanted to start explaining some of the hidden rules within the game logic:

Firstly, there are 4 main secret values - Ninja, Priest, Fighter, Wizard [NPFW]...
All character classes have a mix of these values when picked, ranging from 0-4, usually.
Usually, 4 points in total are spread across the NPFW stats for each starting character
These values do not change throughout the game, unless class is changed.

Accessories DO change these values however, often doubling them.
Accessories can be changed in equipment window.
Team leader can be changed by rotating party with 'A' (even a party of one, used to update)

A party of champions uses a TOTAL of NPFW stats while on-map, however chanigng the leader will amend the value depending on the leader's worn accessory.

===

These effect different aspects of the game:

Ninja:
when 4+, monsters can be seen on-map at range
ninjas use light better: slightly increased range caluculation, better use of food as well
ninja-types have a better chance of recovering ammo and thrown items in combat


Priest:
when 4+, undead can be seen on-map at range
priests have access to holy items
Water lasts longer with Priests

Fighter:
when 4+, large monsters are seen at-range on-map (scoprions, golems, etc)
food lasts longer with fighters in-team
armor and weapons are available exclusively to them
in combat, follow-up attacks are more likely
even fighters can learn magic: all non-magical classes can learn the skill 'learn magic' (to use outside of combat) and this adds magic spells as an option to their list: however this can be forgotten again each time an enemy strikes... so not ideal, but available.

Wizard:
when 4+, they can attract magical beings in random encounters (beholders, materialisers, etc)
they have a fierce array of spells and capacity for mana
they do have more limits on weapons and armour than other classes


===

carry ability

the less magical a class, the more it can usually carry in inventory.


===

light

when things are dark, random encounters happen each time champions cross debris on the floor - including footprints (so beware of back-tracking!)
wasps are attracted to light, so can appear when you have too -much light
light decreases depending on how many champions in the party, slightly slower for ninjas however

larger parties are better at detecting enemies at range, however they do use up light quicker
the higher the current light-level, the quicker it burns (so high levels do not remain for long, but low-levels stay longer)
certain accessories and armors do increase the default light level

===

food / water

consumables are eaten quicker by larger parties: a solo player eats less.
the different classes consume at different rates.

===

secrets:

the more secrets owned, the greater the XP earned for each minor non-violent action (unlock doors etc) - in fact there is a super bonus if zero kills are recorded (for stealth players)

at 100 secrets (main quest) light does not fade out


====


so all of this is in the game, but none of it is apparent: as such, am oging to start surfacing this in -game to help improve the RPG elements and help players make certian choices...

hope this info helps, if so will build into a proper guide.

Dave

2.76 Version launched!

"By far the greatest version yet!", said Todd Howard*

If AAA Fallout 76 can go live with known bugs, then I am dedicating this build in the spirit of that game! (Although I hope we fare better here!)

You didn't realise you were waiting for it, but a new version is available!

~~~

Faster Furious Fights!
Super Satisfying 'Sploring!


~~~

  • Slows down exploration and adds shadows to unexplored parts of map (thanks to TheoAllen script)
  • Combat now allows champions to defend blows (thanks to Galv script)
  • And the prologue and quests now sit in a nicer menu structure.
  • Feels more quest-y now, and map camera adds a sleeker scroll-effect (thanks to Tsukihime)
  • About 132% better gameplay, and slightly more stuff to do - and ALSO now 73 playable characters (try upstairs at the Tavern)


~~~

I hope you enjoy it, some end-of-game balancing I want to do, but wanted to get a version out as it is been TOO long.

Thanks again for all the kind words. Keep ANY words coming as it all helps make the game YOU want.



*well, he DID say it. Maybe not about this game but it was indeed said.




[insert link about Patreon and YouTube channel here, Dave - come on!]