Jul 292014
 

Temple Traplords

Waiting at the inner sanctum of Temple maps is an encounter with a Temple Traplord. Surrounded by whirling blades, vicious spikes, and rotating pillars of flame, the Traplords are said to be completely invincible, unable to be scratched by even the strongest Dungeonmans. Could this be true?

Masters Program: Grimdark Darkmans!

The first Masters Program is in game! Once unlocked by a Dungeonmans that learns the correct masteries, a Masters Program offers new and powerful skills accessible to any future graduate starting at level 9. The Grimdark Darkmans is a ruthless engine of war, and also a vessel of the most empty and black darkest grim grimness. Puppies and children will starve while your favorite characters are killed at their weddings! So grim!

New Backer Weapons

  • The Lionsword: full of courage and fury, bolstering the power of some Sword and Board skills.
  • Anavrin: ostentatious, flamboyant and full of potential, but doomed to never land a hit.
  • Yoyogod’s Sturdy Banjo: The blood-soaked companion of a Dungeonmans great at fighting but terrible at playing the banjo.
  • The Hexblade: A machined artifact of war, full of Science– perhaps too much Science?

New Monsters

  • Carpenter Bee: This mid-game antagonist loves nothing more than fortifying their position with hand-crafted wooden barricades.
  • White Triger Duke: Triger nobility? Oh dear.

New Feature: Overworld Regeneration

The Academy Headmaster now offers the option of creating a brand new randomized overworld while keeping the Academy intact. You’ll lose whatever progress you’ve made in the various towns and dungeons of your world, but will have a brand new map to explore and plunder.

Balance Changes

  • Standard dungeon layouts have been shrunk (again!) and are usually 4 floors, with the occasional 5th.
  • Dread Satellites no longer shoot Bolts of Doom all the time.
  • Lava Lance gets less bonus damage from Spellpower.
  • Enemies have a basic understanding of spike traps and will try to avoid standing in them, usually.
  • The second tier power in every Mastery now requires level 3, and the third tier level 6. This will not affect existing characters.

Miscellaneous

  • Buff Swap and Big Bamf won’t cause crashes in the overworld.
  • Power tooltips should clearly display required level if you aren’t there yet.
  • Fixed bug that let enemies counterattack arrows or spells when they should be countering melee parries only.
  • Fixed bug with wrong tooltip being displayed when the masteries panel is open and you’re mousing over a hotbar slot.
  • Prevented monsters from attacking obstacles they created.
  • Prevented monsters from attacking F Bombs.
  • Fixed bug with measuring Spellpower and calculating character stats.
  • Fixed bug where ranged weapon comparisons weren’t working correctly.
  • Fixed major bug that prevented items from granting the player additional powers.
  • Monsters who can Counterattack now have an indicator over their heads displaying this ability. Attack at your own peril!
  • Dungeon Pools have new art.
  • Treasure chests have new art, *and* toss loot everywhere when opened.

 

Jul 152014
 

Dungeonmans Early Access build 1.3 is available now!

Hats and Gloves
* Items have been added to the game that can be worn in your head slot, and hand slot.
* Hats and Gloves do *not* count as any particular Armor type. There are no restrictions to wearing these items.
* They do not (in most cases) provide Armor or Dodge.
* Gloves are designed to help you hit harder. They can give additional Spellpower, Armor Penetration, or Defeat Parry and Block.
* Hats are designed to support you in combat. They can lower the cost of spells, powers, and increase your base health.

Power Modifying Items
* Tech has been introduced that allows items and status effects to change the way your powers work.
* This build has three such items, gloves that modify the behaviors of Bolt of Foom and Power Drive.
* This will be a pretty important part of late game content, as it will allow for power progression outside of leveling up.

Temple Dungeons
* Temples are massive dungeons built on one floor, full of traps and an extra helping of treasure.
* Work your way around the outside ring to find the Temple Guardian and defeat them to access the inner sanctum, an area two levels higher in difficulty.
* Temples contain traps which hurt both you and your enemies. Currently there are two trap types with more in the works.
* There are lots of nooks and crannies in Temples, all of them full of Treasure Chests. Explore!
* Temple bosses aren’t functional yet, but there is a reward for reaching the center of a Temple.

Fallen Dungeonmens
* You should be able to find the pyres of dead Dungeonmens in every dungeon location now.
* More than one pyre will be available in a given dungeon floor if you have multiple deaths there.
* Every dead Dungeonmans should be recoverable! If you find this is not the case, please let me know what the circumstances are.

Ice Blocks
* Conjure Ice Block now conjures a cross-shaped collection of ice blocks! Blocking enemy advances will be much easier.
* Enemies can now attack Ice Blocks and other obstacles in an effort to get through to you.

Other Changes
* Fix for certain Dungeonmans grave monuments not drawing correctly, and ghosts not drawing correctly.
* Barricades no longer bleed, and shooting them with arrows doesn’t cause the arrow to fly off into 0,0.
* Crash from Big Bamf in overworld fixed.
* Lots of little fiddly edge cases and typos fixed.

 

Jul 012014
 

Armory Crafting
* Blueprints for randomly generated weapons will sometimes be dropped by powerful enemies. Taking these back to the Academy will unlock them for construction at the Armory. Recipes are permanent once learned.
* The items are designed to be a step between tiers, slightly more powerful than regular magic items of a given tier but still outclassed by magic items of the next tier.
* This feature is being closely watched! Your feedback is very important.

Town Shops
* New variations on shops have been added to towns. Expanded weapons, armor, and even some rarer class-specific shops. This is still a work in progress.
* Items purchased from a vendor are Store-bought and will produce much less metal when melted at the Armory.

Champions and Bosses
* Enemy Champions have been tuned down from 1.1
* Villain Cloud and Slowing Strike have been pulled from champions.
* Warlord Harrier burst damage from stealth has been reduced by 150%

Temple Dungeon and Traps
* Much work went into these but they’re not ready for delivery yet. Expect them in 1.3.

Bug Fixes
* All Scorpomanser and Smokestalker gear should be storable in the Wargear Vault.
* Took a swing at fixing crashes on alt-tab or minimizing the window.
* Fixed various edge case crashes involving Wheel of Pain.
* Other minor bug fixes here and there.