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Dungeonmans is a-- Uncle Jam posted:Dungeonmans is a fun game where you kill scrobolds and think about nothing else other than having fun. Then you die, and you go look at the fresh grave with your next character. I'll allow it. https://www.youtube.com/watch?v=XQYMNvwqSvs Dungeonmans can be purchased at the link below. Steam Early Access begins 28 May 2014, or you can jump into the Balpha right away. http://www.dungeonmans.com/?p=362 The Dungeonmans Kickstarter was a great success! Goons were one of the top sources of contribution to the project. There wouldn't be Dungeonmans without you! http://www.kickstarter.com/projects/56637190/dungeonmans-the-heroic-adventure-roguelike Dungeonmans is a lighthearted 2D roguelike set in a persistent world of high adventure that grows and evolves as you play. Explore untamed wilds, delve the deepest dungeons, crush terrible and remorseless monsters, and roll around in piles of shiny loot. A new overworld is created for you when you start a new campaign, and from there you set out to explore and conquer it, one Dungeonmans after another. Dungeonmans is a 2D Dungeon Crawler, where you explore, fight beasts, take their stuff and get stronger in order to fight better beasts, take their better stuff, and get stronger. Dungeonmans is a Roguelike which means that combat is turn-based, tactical, and difficult. Monsters only act when you do, meaning you have time to think about every move you make and plan accordingly. Mistakes are often punished mercilessly, and you can get yourself killed easily. Death is permanent, when your hero dies you'll have to start a fresh graduate from... The Dungeonmans Academy is your home base, an ever-growing bastion of knowledge and learning that sends hero after hero out into the wilds to go die in a dungeon. While out adventuring you'll find lost knowledge, stolen equipment, or other artifacts that can be used to expand the Academy. This results in benefits for your future graduates: heroes can start with potions and scrolls pre-identified, or get a bonus to their starting stats! The Academy and the various facilities inside will evolve over time as you bring back resources. Character development in Dungeonmans is handled by spending points in various Masteries fields of study that provide skills for your hero to use while slaughtering heaps of foes. Even the simple fighter, sword and board in hand, can make area attacks, dashes, and do plenty more than just stand still and trade blows with enemies. You're free to pick from any and all of them, but here's a run down of the core Masteries: Sword and Board Classic and heroic! Crush with one hand, block with the other, couldn't be easier. Designed to keep your defense high and beat down foes one at a time.
Legendary Armsman A two handed weapon, weilded by a titan of stremf. Legendary Armsmen have powerful, sweeping attacks but little in the way of defense.
Iron Marksman A single target hunting machine. Bring down fire and thunder from a distance, after all you graduated top of your class in the Dungeonmans Academy and have participated in numerous secret raids on the Scrobold Warrens with over 9000 confirmed kills.
Skirmish Archer Keep on your toes, round up the baddies, and lay waste to them in groups. You won't have the individual punch of Iron Marksman powers... so take them both and weave them together into an awesome arrows ballet.
Foominology Magic dedicated to blowing things up and burning them down.
Cryoscience The study of making things really, genuinely cold. Provides both defense and offense in equal measure.
Tricksonometry Chicanery and legerdemain used to keep the caster safe and the enemy confused.
A terrible pair of Masteries, strictly forbidden by the Academy! No one would dare teach this sort of terribleness and so the class is locked. Locked! Deadcrafting The dark science of building horrible dead things and filling them with dread unlife. Gross!
Necronomics A completely safe and reliable science concerning that most liquid of investment currencies: blood.
Music by Andrew Aversa aka zircon. The man is a beast, and channeling his inner Sakimoto to create an awesome Final Fantasy Tacticsesque soundtrack that fits with the style of the game. https://soundcloud.com/zircon-1/academy-theme-dungeonmans-ost https://soundcloud.com/zircon-1/overworld-battle-theme http://zirconmusic.com/ Watch some video! During last year's Kickstarter a quartet of streamers participated in a live race to see who could get to level 10 first! Skip around a bit in the stream to see some monster crushing action. http://www.twitch.tv/thefatwizard/c/2527317 http://www.twitch.tv/lobosjr/b/425857095 Danger! Dungeonmans can make you very sad (warning: full wizard regalia ahead) https://www.youtube.com/watch?v=F9tvKVJTl3I Geokinesis posted:Also nearly got murdered by a massive red bee, I was overconfident as I'd been slaughtering a lot of different bees (including some wearing berets) then it used used a very powerful fire distance attack and I had to run away to dungeonmans another day but I will be back to complete the Peak of Violence! madjackmcmad fucked around with this message at 17:15 on May 15, 2014 |
# ¿ Jul 8, 2013 18:30 |
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# ¿ Apr 28, 2024 08:54 |
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Ernutetnoiraud posted:Any chance we can get an explanation on why the shipping prices are all over the place? Or a preview of what the deck of cards looks like? I've been thinking about upping my pledge. Ha! Shipping is cheaper for the 150 tier because I entered the wrong amount, but I'll stand by it. I'm generally terrified of eating the sheets when it comes to the cost of physical goods. I think the deck of cards and the book will be unique and very cool for people who dig on Dungeonmans, which is kind of why I skipped doing posters or t-shirts, they just didn't seem like they mattered. I'll have some sample card images when they are ready, might be a week or so. The idea is that they're something an adventuring Dungeonmans studies by the campfire, so he can tell a Paingolin from a Dungeon Crab-Rat by silhouette alone and will be ready to spring to action. Players can keep them by the keyboard and look up monsters (and special items) as they encounter them. It's a little gimmicky, but such is the way of physical rewards!
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# ¿ Jul 8, 2013 19:35 |
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Keru posted:I'm already anxious to see the Southern Gentleman become available. Canine Blues Arooo posted:How did you get Andrew Aversa to do the soundtrack for you? He probably is my favorite modern musical artist and that alone makes it worth the price of admission for me. Well the first guy I had lined up to do music had to decline, and recommended me to Andrew. My reaction was probably the same as yours "What? No fuckin' way!" because I've been a fan of OCR basically forever and I very much like his stuff. We clicked near immediately though, just super similar ideas as to what Dungeonmans should sound like and what the music could do for the game, as well as just really liking dungeon crawlers. In a double dose of magic serendipity, I had to move across the country in February and ended up living not half an hour from him. He's as cool as you could hope for and collaboration has been wonderful.
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# ¿ Jul 8, 2013 20:21 |
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nftyw posted:Is there a way to add custom character icons in this? The selection is kind of sparse. I don't want to support modding for Dungeonmans, buuuuuuut man everyone wants to put hero sprites in. Given what's going on right now I can't say it is a priority, but I want to be able to make people smile when they see their own hero crushing monsters. TOOT BOOT posted:Apparently Paradox is looking to publish a Roguelike: I didn't know that, thank you!
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# ¿ Jul 8, 2013 21:41 |
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I'm getting ready to release version 1.06 to the wild, any of you guys think you can bang on it for a little bit to make sure I didn't poo poo the bed with one of my changes? http://www.dungeonmans.com/dungeonmans106.zip There are some non-documented changes, this is the first time I'm trying that out, specifically adding gameplay elements that are going to be a surprise. Maybe that's a bad idea? Roguelikes! code:
madjackmcmad fucked around with this message at 00:48 on Jul 9, 2013 |
# ¿ Jul 8, 2013 23:58 |
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Ibram Gaunt posted:Trying to run Dungeonmans 1.06 leads to straight up crashes so all I see is your new crash report form, no idea why as obviously I was able to play the previous release. Ok, the crash report works! Check! Try again, I uploaded a new build. One of the big and dangerous bug fixes for 1.06 is my attempt to save the games in the proper place. The users\name\appdata\roaming\ folder. Before, the save games were just going into the folder you ran the game in. That works great for lots of people, but other people are getting the business from their antivirus software. The AV software scans the files saved for world and dungeon maps, which causes crashes when players try to open them. Should be good now. Thanks for your patience!
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# ¿ Jul 9, 2013 00:52 |
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Lprsti99 posted:I would definitely like to try this, but 1.06 is crashing every time I try to run it. The first version of the build I put up was bad, but I have since corrected it. I just saw a 1.06 crash on launch come in, so I'm guessing that's you. I'm on it!
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# ¿ Jul 9, 2013 02:25 |
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Carnalfex posted:The game seems to struggle whenever you go into a new area. That is when most of the weird things people are reporting, like locking up or the screen shaking forever, seem to occur. I found that you can simply wait it out, perhaps the game is still creating the area or saving? Once it calms down play can continue as usual, but it can take several minutes. It doesn't tell you this or give you a load screen though, so if you start fighting right away you are likely to make the game throw a tantrum. I can't get this to happen on any machine I've got, but I've heard it from multiple people. The loading and saving should be done as soon as the screen fades in, the area generation is usually very quick. It's an obnoxious bug and I need to find an answer. New build of 1.06 us up http://www.dungeonmans.com/dungeonmans106.zip This has a fix for the dual weapon crash, crimson bloodslime crash, and should finally (?) fix the crash some people were having when they loaded the game for the first time.
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# ¿ Jul 9, 2013 16:48 |
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Mindblast posted:I had a perfectly good fightermans who I had successfully changed into a two handed blendermans that mauled the gently caress out of everything and suddenly in a doable dungeon this asshat called Dead Eye pops up and hits for 30 damage a turn. ranged. An Ignore Laughable Projectiles scroll would have come in handy! Also, in the build I just put, I fixed Razor Fury which wasn't working as intended at all. It's way stronger now. When a hero dies, I should see to it that he drops whatever Proofs he was carrying too.
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# ¿ Jul 9, 2013 16:53 |
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If this is youcode:
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# ¿ Jul 9, 2013 17:45 |
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grayrobot posted:What, this link didn't work for you? hah awesome. No, someone is running Dungeonmans right from their desktop and getting an audio crash on startup. I need like three more machines and some extra hands here. I should consider running a kickstarter. code:
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# ¿ Jul 9, 2013 19:18 |
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Let me answer some of these questions, sorry for getting behind. I treated myself to 8 hours of sleep last night, is nice.Tollymain posted:Are the Deft and Sturdy enchantments explained anywhere? Carnalfex posted:Are the master's programs implemented, or are they locked? Or is that where necro shows up? Tollymain posted:What does bringing books back to the Academy do other than make the library bigger and the librarian douchier? You can pre-identify more and more scrolls as the Library grows, and when you cap the Library then each character gets four books at random to start. That's a pretty big boost, though you could get four books you don't want. I've seen players change their mind about what they want their new character to do based on the books that show up, I like that. MiltonSlavemasta posted:I went in a "trivial" dungeon and got mobbed by ice-slinging skeletons and died in a few turns. That makes me wonder if the trivial dungeon mechanic is implemented correctly and in a well-balanced way. Evil Mastermind posted:Can I use my 1.5 save with 1.6? Tollymain posted:So what do you do if you've got a level 1 duder and no dungeons at an appropriate difficulty level to take on? GulagDolls posted:I honestly recommend not playing a wizard dude. I am so incredibly overpowered that the game has become boring. 1) oh god I died where'd my save go 2) ok I get it this game is hard 3) 12 dungeonmens later I might have a wizardmans that can get past level 5... 4) Woo! I'm so good at Dungeonmans and I made it so far! I'm not really going to aim the game at filthy casuals, but I have a soft spot for this sort of thing. I'm gonna fix it. The correct fix for Coldnado is to way reduce the damage and also ensure LOS works. MinionOfCthulhu posted:Also yeah I'm totally stoked you got zircon for the music. Do you know how many tracks are going to make up the soundtrack? I'm seriously considering the soundtrack pledge. I don't know exactly how many. He's really excited about it though, and I love video game music, so I predict the number to be "many". There's interest in doing tracks that are sort of based on the themes of Dungeonmans even if they aren't used directly in game. Like, if Dungeonmans had cutscenes where the hero and the Headmaster are dueling on a crumbling stone bridge during a thunderstorm, and then the Headmaster reveals he is actually a Betrayermans. But we'll see.
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# ¿ Jul 10, 2013 14:33 |
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Any of you who are fans of zircon's music might want to check out his livestream tonight, he'll be working on a new track for Dungeonmans! http://www.livestream.com/zirconmusic 6pm EST madjackmcmad fucked around with this message at 20:27 on Jul 10, 2013 |
# ¿ Jul 10, 2013 20:25 |
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JTG posted:1.06 and 1.05 crash on startup for me, I wanted to play this game too. Did you install the XNA 4.0 Runtime? I assume you have, but just checking. Did the crash catcher pop up? If so, would you mind crashing the game again for me and letting me know it's you in the message? I want to help!
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# ¿ Jul 10, 2013 22:12 |
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DACK FAYDEN posted:I'm gonna chalk this up to not understanding the game mechanics, but as I go up in level my spells cost more mana for more effect, but my mana pool increases at a rate that is about the same - so I can cast the same number of spells, but a mana potion does less and less - so really it feels like I'm being punished for having the audacity to level up. What is intended with this mechanic? Some spells go up in cost, some don't. Some of the ones that go up in cost I feel are too expensive, but I made that change and wanted to see what the feedback was like. The purpose behind the mechanic is that some early spells don't become trivial to cast later on in your career. Hero Cloud, for example, is a pretty useful spell and can really help when you 1v1 powerful enemies. In 1.05, Hero Cloud didn't scale and it was nothing to blow 4 mana on protection when you had a mana pool around 80. On the other hand, it sucks and doesn't feel powerful to get to level 5 and be able to throw the same number of Bolts of Foom before running out as you did when you were level 1. This is something I'll correct in short order. You should be finding better mana potions as you level up, but perhaps you're unlucky. Or, perhaps, the treasure table isn't correct and they aren't showing up. I'll check. Could be both!
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# ¿ Jul 10, 2013 22:29 |
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JTG posted:The crash catcher didn't pop up, it just crashes immediately the moment I try to run it, and yeah I have XNA 4.0 up. drat. What OS are you on? Also, I think I might have licked most of the problems with International players but maybe I haven't. Are you outside the US?
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# ¿ Jul 10, 2013 23:11 |
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DACK FAYDEN posted:By "doesn't work properly" I mean it plays an anoying buzzing at the beginning of launching it. Then, next time I hit the hotkey for it, the arrow keys stop working until I alt-tab (but the first one I press goes through, though no others, and doesn't show up as moving until I alt-tab), and when I launch the second Bolt it is silent, then plays the buzzing right before hitting the target. It's almost like there's a long sound effect being condensed into a horrible short buzzing sound. What in the world? It makes a buzzing noise and then makes your arrow keys not work? I'm really sorry. I've been seeing a number of wacky crashes and bad times with XNA's audio. More reason to move to OpenAL.
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# ¿ Jul 10, 2013 23:26 |
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E-Tap posted:If Dungeonmans do however possess the stremf to slay foes with projectiles blocked so hard they strike the attacker, far be it from me to disagree! Yeah the first time High Guard counter attacked a ranged enemy I just sat there and laughed. It's a bug, but it adds character so it's low priority. Drakenel posted:Was toying with the necromanser. (Dear god they're such a liability at the beginning before your first kill) I think I've corrected this in 1.06. Otherwise, yeah, it was an oversight on my behalf and the deadpulses become crashy landmines. Since you've got Necromansy unlocked, you can roll a class with bow use, light armor, and just enough necromansy to conjure a Mostly. I've been hoping people try using conjured undeads as shields. Alternatively you could do a heavy melee build and take Redistribution of Health. Necromansy rewards people who wade into the fight because you can keep snapping up deadpulses. DACK FAYDEN posted:e: and is there a Deckard Cain-style identifier in some towns, or am I just SOL if I find five times as many magic items as Scrolls of Identify? I'd spend a skill point on an Identify spell in a heartbeat. The ID Scrolls to loots ratio gets poor rather quickly, especially mid game. An ID shrine or something is a good idea, as is just increasing the drop rates. GeekTheMage posted:Speaking of the Warren restocking, I ran the Warren with 4 different Dungeonmans and got the same Academy Artifact for alchemy each time. This seems a little broken since I've now got a fully upgraded alchemy lab for just rolling out the gate a few times. A fixed artifact like that should probably only be obtainable once. The code I'd written for making sure the artifact was only obtainable once got a little flaky when someone would pick it up and then die before bringing it back. This was about a day before I pushed 1.05 out, and I already had other bugs to deal with so I just erred on the side of easier for the player.
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# ¿ Jul 11, 2013 12:25 |
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DACK FAYDEN posted:This one's embarrassing, but I have a touch of carpal tunnel, so my fingers shake sometimes. I levelled up, went into the menu to look at what I should spend skill points on... and promptly double-tapped enter when I meant to single-tap to select a tab and then move the cursor, spending it immediately. Can you add a slight buffer that would prevent that? Man, that's a screenful of developer fail, right down to "[victim] wields a mighty coldnado!" :-/ I should add a confirm window to the Mastery screen really. UI is just taking a back seat to everything else. JTG posted:I'm on 64 bit vista, and I'm in the US. I've got another case of Vista being completely unable to even launch the game. I don't have a Vista box around here so I'm not sure what to do. There are Vista-specific XNA libraries but the other player I have with Vista tried those and it didn't seem to make a difference. I'll keep looking for answers, XNA on Vista might be tricky but clearly there's a solution out there.
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# ¿ Jul 11, 2013 21:40 |
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DACK FAYDEN posted:It could easily have just been that I should have alt-tabbed out and back in to see if the stairs would work then instead of Combat Blinking and trying to fight... but yeah. Not a very helpful bug report. Next build, I'm going to include a troubleshooting feature where you can disable sound entirely and you can see if the game still acts lovely. I appreciate you enduring that crap.
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# ¿ Jul 11, 2013 22:40 |
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Goffer posted:Shops could be a little more dynamic as well, they all seem to sell the same stuff. Yeah, they're bad. It's noted in the readme, they're just all the same right now. They don't have variety or scale by level. It's not a difficult thing to finish up but it always falls by the wayside, so much time is consumed trying to keep the kickstarter flames fanned. GeekTheMage posted:It seems that dual wielding Dungeonmans can become unstoppable juggernauts of destruction at higher levels. I buffed Razor Fury in 1.06 because it was practically useless before and I wasn't seeing a lot of Dual Wield players. It's too strong but at least it enticed new people to stick with DW. Tuned back down for 1.07 GeekTheMage posted:Not pictured: Dodging everything even without Hero Cloud up (always have Hero Cloud up). What kind of armor are you wearing, and what is your dodge?
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# ¿ Jul 12, 2013 13:58 |
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Earthkrash posted:I wasn't sure if this was intentional or not BUT Was it fun to do? I hope so! Looking at the log in the second screen and your half empty stamina bar it seemed like it took a bit of thinking. I do wonder if the Orc Warriors knocked you around any with Danger Shuffle, they should have if they didn't. Game shouldn't be easymode, but it feels very Dungeonmansy to me to walk into a room full of bad guys and take them down with style. I'll tune it right, eventually.
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# ¿ Jul 12, 2013 15:03 |
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Got some screens up with examples of new dungeon layouts, including this old busted vs new hotness I put the rest in a KS Update which you can read here http://www.kickstarter.com/projects/56637190/dungeonmans-the-heroic-adventure-roguelike/posts/537004 and leave comments if you like, which increases the meta-social-SEO-hypertext rankscore value of the project which Kicktraq then uses to decide what projects to hotlist.
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# ¿ Jul 12, 2013 17:12 |
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DACK FAYDEN posted:How does the range on the magic staff attack actually work? From this picture, I assume it's just a 7x7 box centered on yourself, so that it's "three squares" in any direction, which is definitely not what I expected. (But it's in the player's favor, so I ain't complaining.) It's actually fair to everyone all around. Here's the science It costs just as much AP to move diagonal as it does to move cardinal, so an enemy 3 squares away diagonally is just as close as one 3 squares away dead ahead. It also makes spells like Lava Lance more useful. If shooting at diagonals made for worse range, you'd get less interesting shots and less interesting positioning. DACK FAYDEN posted:This rocks. What controls whether or not this happens, pure chance? Haven't seen it before, but haven't had that many deaths yet. Here's how it goes. If your hero dies between levels 5 and 9, he leaves behind his weapon or armor, with a special enchant that can only happen in this way. Heroes level 10-12 do something even better. DACK FAYDEN posted:Does it bother you th jsr v2.0 posted:Backed it for $25. The music is fantastic. Reminds me of old FF games. https://www.youtube.com/watch?v=Hb1dfn9A88w Runic Edge posted:A lot of , but this game is amazing so it deserves them. From a more personal perspective, there have been a number of tough days working on the game where I was just really frustrated and shouting (at no one in particular) stuff like no one is going to give a poo poo about your dumb spells, positioning and lovely "systems", this is stupid you're stupid and you're basically doing the game designer jerk off. I'm always happy when I hear about someone being entertained by the game's mechanics.
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# ¿ Jul 13, 2013 00:15 |
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GeekTheMage posted:I think the ultimate dungeon in the game probably should start out a little more challenging. The area outside was Legendary, after all. That is a straight up bug and I'm bad at making video games. I can probably fix that with just an exe change, no new academy required. Jesus. Edit: http://dungeonmans.com/dmans_spire_repair.zip it's a zip with an exe, should (should!) just be able to replace your current one. No other changes of note except that the Dread Spire won't be trivial anymore. Edit x 2: I just got your feedback that the last dungeon was too easy. Congratulations though! madjackmcmad fucked around with this message at 02:22 on Jul 13, 2013 |
# ¿ Jul 13, 2013 02:02 |
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jsr v2.0 posted:I just started my 3rd dude and checked out the dungeon right next to town. I ended up going 8 floors down (!!) before opening a door and being 3 shotted by some orc-bear-bull looking thing. Fucker got me by surprise, no one up to that point was denting my armor. And then, bam, dead. Didn't even get to return to the Academy to upgrade it. Roguelikes!! What level did he get to? It might be worth heading back down there!
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# ¿ Jul 13, 2013 02:22 |
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jsr v2.0 posted:2) Question - How do I unlock doors as a Fighterman? I got the bottom level of a dungeon I've been trying to clear for hours, I walk in to a room and get the boss message, and then I'm moved a few steps back and a door appears in front of me that tells me that it is locked and that I cannot unlock doors. What happened here? The doors won't lock anymore, and being knocked back / pushed through doors will break them down. jsr v2.0 posted:Ok, I'm not sure what I'm doing wrong, but I've now lost 5 level 5-6 characters to those "Jibby Jibby Jabaroo" enemies in one hit. They're too tough. Some people got around them but basically they're an unreasonable difficulty spike. jsr v2.0 posted:edit2: And lost a character, I think. Zoned from Level 3 to Level 4 as a shield specced guy. Saw a poison scorpion so I used "High Guard" without moving off the Steps. I then used "Shield Rush" and targeting the scorpion, but it didn't do anything. I pressed enter a few times more, and then it dashed at the scorpion, but it never actually stopped. My character went gliding off the bottom of the screen past the outer bounds of the map. I Save & Exited to try to fix it, but now whenever I load, I crash. Probably a good time to go to bed, anyway! I'll have some troubleshooting options available in 1.07 that might help.
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# ¿ Jul 14, 2013 16:07 |
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Arrrthritis posted:Started playing this game a couple days ago, and have been having a tremendous amount of fun with it since. I'm glad you're having a good time! What would make the Crypts more fun? Enemy variety? Challenge? You are nearing the end of the Summer Preview at level 11. If you're playing build 1.06, you should grab the exe fix here to make the final dungeon not count as Trivial: http://dungeonmans.com/dmans_spire_repair.zip it's a zip with an exe, should (should!) just be able to replace your current one. No other changes of note except that the Dread Spire won't be trivial anymore. Having the statues in the graveyard be fancier based on the death level of the hero would be a sweet touch!
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# ¿ Jul 14, 2013 22:41 |
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New Kickstarter update here, I go through a bunch of feedback (one of them at least is a known goon!) and talk about the changes ahead. There's also a trio of awesome Let's Play videos, and a touch of information on 1.07 features. http://www.kickstarter.com/projects/56637190/dungeonmans-the-heroic-adventure-roguelike/posts/540863 I really wanted to crank away on code the last couple of days but there's been a lot of media / business stuff to handle and a full day of that makes me just want to stick my head in the microwave. I did get knockbacks fixed so that they destroy doors and breakables, that is super fun.
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# ¿ Jul 16, 2013 21:38 |
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Devor posted:You used one of my comments in the Kickstarter update! Actually I feel like a bunch of those were from this thread. That's cheating! They were pulled straight from the feedback files I have on the server. If most of that feedback came from goons, it's because goons are the best at writing feedback! My favorite one so far is quote:when i identify an item and then equip it my ranged attacks stop auto-targeting and i have to save/quit and re-enter game to get it to work again. awesome game other than that. great job!
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# ¿ Jul 16, 2013 21:59 |
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Ignatius M. Meen posted:That player is silly, you only need to uenquip and reequip the bow to get automatic targeting back. Still needs fixing though. The humor to me was that he ended with "Awesome game, great job!" and his character was named fuckthisgame.
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# ¿ Jul 17, 2013 02:08 |
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victrix posted:The soundtrack in this game is ridiculously good Just in case you missed the link earlier, here's zircon livestreaming his work on a new track for the game. https://www.youtube.com/watch?v=Hb1dfn9A88w big mean giraffe posted:Yeah I wouldn't mind a more detailed list of the stats or something, because sometimes I forget what does what when I'm adding extra points mid-game. I should do that. I'm also thinking of renaming some of them, particularly Bombast. It was originally called Swagger which fit perfectly in 2010 but is now co-opted by the yolo jit crowd. They aren't just a skin on STR DEX CON etc, they really are organized differently. Maybe that's to the game's detriment. Runic Edge posted:Kind of prying open the lid here, but can you talk a bit about the formulas and uses of the Science stat? Out of all the stats it feels like the worst, Science is supposed to reduce the cost of powers, and it doesn't. It does raise your dungeon sense a little, which will be more important in 1.07. It's also supposed to make your items more potent (it kinda does) and status effects more effective on enemies. That is hard to notice because they usually die very quickly anyway. Ideally, when Dungeonmans is truly balanced, you'll be able to have five different characters, each with 40 points in a different stat, and feel the difference.
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# ¿ Jul 17, 2013 20:45 |
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ExiledTinkerer posted:What's the intended efficacy spread designed around in the grand scheme of things in terms of stats doing what they do? A recent moment where I had to calmly step away from the keyboard involved an intentionally heavily Stremf/Skills boosted Heavily Armed Archer Turret kinda Mans with a Tier 2 enchanted bow that also started with high scores in the above. Things go as they do, and I find myself in Trivial territory staring down a small room packed with the truly Trivial---I unleashed my grand Square Storm of Arrows as per usual. Skills as a stat that helps you defeat parry makes sense though.
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# ¿ Jul 19, 2013 02:31 |
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Gooch181 posted:My poor level 5 rangermans just started wearing armor when I got cocky and proceeded to get ate by a toad named rot guts. :-( That Toad is likely the Totally Fair and Balanced Monster, who is eating the nerf stick for 1.07. I should have a goonbuild of 1.07 late tomorrow. Been working on it non stop.
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# ¿ Jul 22, 2013 03:03 |
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Alright, here's a look at 1.07! I'd appreciate anyone who downloads it and kicks the tires. I've done a lot of testing but we all know what developer testing is worth. If it doesn't crash and format harddrives, it goes to the public tonight. http://www.dungeonmans.com/dungeonmans107.zip No readme update or patch notes yet, they show up later today. If you really want to be a helper, hit one of the dungeons and see what you think of the new layouts, secret areas, and other stuff. Edit for crashes: Seen one crash if you pick the bottom row of stats on char creation. Got someone who blew up the targeting window, I've tackled that one. madjackmcmad fucked around with this message at 19:32 on Jul 23, 2013 |
# ¿ Jul 23, 2013 15:38 |
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E-Tap posted:Thankfully the game stopped crashing when I got brave enough to delete my old save files from 1.06. That's interesting, the game should have handled that for you when you started. Or at least forced you to begin a new Academy.
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# ¿ Jul 24, 2013 13:19 |
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Devor posted:I'm glad about the update to 1.07 to fix the really really really low damage bug. I hadn't played the last build, and when I decided to give a melee 2hander a try for the first time, it was like, holy poo poo, I can't make it to level 2! Devor posted:Is Science as terrible a stat as I think it is? It's a secondary stat, to be sure, but it shouldn't be terrible. If it feels like points spent in science are wasted then something is wrong. Science has a material effect on bleeds and poisons done and taken, as well as all the health/mana/stam potions which are all heal over time. Stuff like Wreck Armor lasts longer on the enemy and less time on you. If given the choice between a point in stremf and a point in science, I'd probably take stremf, but as the cost required to raise your stats increases, you can get a bigger benefit out of 4 Proofs of Stremf bringing up science than you can nudging stremf. Devor posted:And the perk that gives you an extra action every 4 rounds seems incredibly overpowered. It's like a 25% damage increase if you're trading blows, and if you're dodging it lets you kite things that would normally be unkitable without using stamina. I left it in 1.07 because it's a bit of a crutch for softer players, but the reality is the perk either needs a penalty to go with it, or to just be pulled entirely.
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# ¿ Jul 24, 2013 17:23 |
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Protagorean posted:The Greatest Story Ever Told That is fantastic. I'm sorry you got beat down so hard but it seems like you're enjoying yourself. One of thing of note you said was: Protagorean posted:in a combination of T3/T4 plate armor (all enchanted) and with about 200 health, That's not impossible, but worrisome, so I took a look. I went through the uploads and grabbed your death log, maybe I can help you out. pre:Brigand Deadeye gathers strength and focus! Brigand Deadeye gathers strength and focus! Ghee Buttersnaps opens the door. Brigand Sharpshooter shoots for the legs! Ghee Buttersnaps is slowed by a painful arrow! Brigand Sharpshooter steals 17 stamina. Brigand Sharpshooter's attack bounces off Ghee Buttersnaps's armor! Brigand Deadeye uses Shellbreaker Shot! Brigand Deadeye crushes Ghee Buttersnaps for 56 damage! Brigand Deadeye steals 13 stamina. Ghee Buttersnaps's defenses are shattered! Armor and Block greatly reduced. Brigand Deadeye uses Shellbreaker Shot! Brigand Deadeye hits Ghee Buttersnaps for 72 damage! pre:Select a target for Cinderfist. pre:Ghee Buttersnaps uses Cinderfist! Ghee Buttersnaps's Cinderfist hits Brigand Sharpshooter for 268 damage! The Brigand Sharpshooter dies! Ghee Buttersnaps earned 19 XP. Brigand Deadeye shoots for the legs! Brigand Deadeye hits Ghee Buttersnaps for 48 damage! Brigand Deadeye steals 17 stamina. Ghee Buttersnaps parries Bloodstrike Buzzer's attack! Brigand Deadeye shoots for the legs! Brigand Deadeye hits Ghee Buttersnaps for 51 damage! Ghee Buttersnaps is dead!! I do wonder why it said the enemies were stealing stamina from you. I don't think that's true. Protagorean posted:It was a nice surprise that his ghost gave my Necromanser, Dr. Orpheus, all of the Tricksonometry masteries, though. I'm glad you found him! Not everyone checks the academy after losing a high level hero.
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# ¿ Jul 25, 2013 02:48 |
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victrix posted:'everything is a threat' and 'engage nothing, cheese everything in the safest way possible' Maintaining that level of alertness for several hours is actually kind of exhausting, I'm trying to build around that in Dungeonmans. Monsters are there to be crushed down, just so long as you keep your head about you. I know in a lot of roguelikes you survive by avoiding the biggest nasties and just stealing the orb/rune/chalice and bolting. That's cool but it's not the same as besting them in combat, hence the Heroic part of the Dungeonmans spiel. Really, if your next move couldn't get you out of LOS of those archers, hero cloud would have done you well so that the next 4 shots miss. There should be a good way to occasionally purge negative effects on you. Maybe I can just charge 2000 gold for that and solve two problems at once
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# ¿ Jul 25, 2013 04:38 |
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# ¿ Apr 28, 2024 08:54 |
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INsecurity posted:Just downloaded 1.7 and the libraries needed but I can't get it to start at all on my win7 machine. No sound no window no anything just double click the icon and nothing happens. If you'd be so kind as to grab this and replace your exe with it. http://www.dungeonmans.com/dmans_crashcatcher_test.zip it's 1.07b with a better crash catcher, it helped me pin down a problem for someone else who was having similar issues. Hopefully this will help me help you. Sorry for the inconvenience. Protagorean posted:Also, I just got teleported into a room with five champion Bandit Foomansers. One of them was a big baddy with like 160ish health, and I pounded his face in with Bolts of Foom, but when I was OOM, suddenly, the other four popped into view. Luckily, they pushed me back next to some cover, which I took advantage of to regain my mana, and spent the next few turns using a mana tincture, popping Vanish, coming out and blowing one of those suckers up, popping back behind. Rinse and repeat; but god was it tense. An Ancient King! Congratulations. Though, you shouldn't have been teleported into there by accident, that's a bug. Did the fancy champion drop anything interesting? Lodin posted:Man, I should have known there was an active dev thread for this here. I found it as the second Google hit on "Dungeonmans forum". Thank man, that's really great to hear. It keeps me going. Ah, yeah, the Kickstarter isn't looking too good, is it? It's not over yet though. If the KS fails then development will take a markedly different course.
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# ¿ Jul 25, 2013 05:53 |