Dungeonmans

Dungeonmans 1.02

Version
1.02
Version Date
Jan. 6, 2015
Links

Patch Notes

Dungeonmans Release 1.02 Patch Notes

Mostly bug fixes, and some Academy improvements.

Academy Updates / Fixes


  • Armory crafting UI fixed up.
  • Blueprint costs adjusted, in most cases the tier of metal required has been lowered.
  • Museum dialogs cleaned up, new explanations added.
  • Ghost Professors may now teach you their skills at any time.
  • Piles of metal may be found that grant metal to the Armory in bulk.

Steal Stremf Nerf


Enemies now steal a flat 5 stremf the first time they use the power on you, and then 2 stremf with each additional cast. This also reduces the increase in power they receive from the theft.

Dungeon Cleared Status


All dungeon types should Clear properly now. Camps act like Roadblocks– removed from the map when cleared, and respawning in new positions with a world re-roll or new hero spawn.

Combat Balance


  • Shield Rush now pins (but does not stun) enemy Bosses, Champions and Ancient Kings in addition to throwing them Off Balance.
  • On Highest Wind now does increased damage, based directly on Stremf and Foom.

Bug fixes


  • Enemy swap/shuffle powers don’t work under a Banner that prevents forced movement.
  • King of Battle correctly grants weapon proficiency.
  • On Highest Wind should no longer bugs out the camera.
  • Cosmic upgrading existing Cosmic items will actually use starshards now. Shame on you for exploiting this!
  • Champion / Ancient King of Thieves will really stop permanently stealing items now, probably.
  • Unique items and rings keep enchants on save/load.
  • Baron of Bones requires line of sight to the hero to spawn a Searing Bloodrager.
  • Marchioness Astromansers won't shield allies unless the hero is within about 10 tiles.