Dungeonmans

Dungeonmans Build Update 3 December 2014

Version
Build Update 3 December 2014
Version Date
Dec. 3, 2014
Links

Patch Notes

Build Update 3 December 2014

Bug fixes!


  • Doorspike crash in overworld fixed.
  • An edge case where an explored dungeon could turn trivial and unenterable after you enter and leave it has been resolved.
  • Weapon sell prices are now correct, and not 5% of base value without enchants…
  • Monsters shouldn't be able to occasionally take infinity turns when you're resting, especially bees with axes :(
  • Chests of Exiled Champions shouldn't crash on save any longer.
  • Boss rooms once again spawn additional monsters for the fight.
  • Rings no longer grant obscene ( >1000%) additional dodge, block or parry. Sorry.

Early Game Dungeon Population Tweaks


Enemies that appear in dungeons will now hew closer to the level that the floor is tuned to. If you are Level 4 and in an Adventurous dungeon, you should no longer encounter waves of Level 1 Punks and Crab-Rats that offer zero XP.

Your feedback on this will be very helpful!

Other Balance Tweaks


  • Added new magic modifiers that directly add to Block, Dodge or Parry instead of just being a multiplier. 5% Total Parry is useless when your Parry value is 3.
  • High Guard will now make sure your block value is at least 30% for the duration of the stance, 40% if you are a Shield Master.
  • Many Feathers Shooting Stance is now much cheaper at early levels, scales properly as you advance, and has had its duration reduced by 2 rounds.

Also This Stuff


  • Enemy archers who fire Bleeding Shots now have additional sound, color, and impact when they do so.
  • Museum Knowledge should update the instant you turn the book in, without requiring a trip out of and back into the Academy.