Dungeonmans

Dungeonmans 1.4.1

Version
1.4.1
Version Date
June 30, 2016
Links

Patch Notes

1.4.1 Bugfix and Balance Patch

Bugfixes and balance changes abound, driven by the fans visiting the Twitch stream. Happy Steam Sale to all of you!

Corrupted Save Management


Effort has been made to backup saves correctly, and in the case that a save file is totally screwed for some reason, instead of crashing the game will (unfortunately!) abandon the Academy. If this happens to you, I am very sorry, and you can email me if you'd like to have a boosted Academy created for you to start off in.

New Dungeon Rooms!


53 new Dungeon Rooms! Standard dungeons now have more variety in their generation, with new shapes alongside the familiar ones. This won't drastically change gameplay but instead spice up the old familiars.

Rumor Dungeons


Dungeons generated by rumor-slinging Innkeepers will no longer spawn on top of existing dungeons. Furthermore, the available dungeons have expanded to Towers, Swamps, Temples, Graveyards and Advanced Dungeons.

Mountain Fortress


It's shorter. Your adolations are appreciated in advance.

Character Generation Perks


Scrounger now generates more loot, and has a chance of generating loot that is higher level than the area you're in.
All Weather has been boosted to add and resist 30% Fire and Cold damage, up from 10%

Enchantments and Upgrades


Bolster/Fortify/Enstremfenize scrolls can no longer fail and be destroyed with no effect. If you try to enchant a weapon that's full up on enchantments (star rank + 1), then the scroll fails but is not destroyed.
Souldrinking Scrolls are also failure-free, but if you try to enchant a fully enchanted item you lose your Stremf and get stugatz.
Upgrade Hammers now add "Hammered" to the item info box. Because you all have the memory of goldfish.
Weapon Enchantments On High End Gear 4 and 5 star items now have a greater chance of rolling on the top end enchant table.
Golden Chests should scale loot to the highest tiers now.
???????? that hammer upgrade that has taunted you forever can now be found.

Science and Consumables


Science now properly increases the duration of any buff applied to yourself via consumable. It also increases the duration of damage over time effects applied to enemies. This increase is limited to 100% of the original duration.
Barkskin and Ironskin Potions have been buffed into meaningfulness. In addition to flat 10% damage reduction and damage per hit reductions, they now add extra armor equal to T3 and T4 Real Armor chest pieces.
Pin To Win holds enemies for one additional round.
Glorious Healing Potions, should you ever see one, will have a minimum Glory Rank of 1.

Block and Parry


Block and Parry had math errors in damage reduction. These have been fixed – unfortunately this results in a nerf to Parry, but a buff to Large Shields.

Minor Balance Issues


High-end crypts now have even stronger bosses, and can drop the best Souldrinking scrolls.
Phoenix Wing Angelsniper and Arcturus Lancer have been buffed.
Vanguard of the Abyss got a sick buff, and the horses happen more often.

The Forces of Evil Get Swole


Warlord Sorceror has expanded his knowledge of Foom to include Cold Damage!
Warlords have 8x more health.
Mazzik has 5x more health and does actual damage now.
Dread Spire bosses have 4000 health each.
Final Foom has like 100x more health, deal with it.

Bug Fix Grab Bag


Bonehewn Dreadplate
  • Fixed occasional crash with Barons jumping near you.
  • Fixed Barons not dropping you as a target when charmed.
  • Fixed Barons sometimes not having brohearts over their heads.
Retirement
  • Inns now show up properly.
  • Crashes involving other retirement issues have been fixed.
Other Fixes
  • Clicking on an item in the paper doll no longer causes it to Ninja Vanish.
  • New character powers are now slotted in the correct hotbar.
  • Items with dynamic names keep these names between saves.
  • Road encounters no longer corrupt the ground sprites when saved, loaded, saved again, and loaded once more.