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Steam News4 December 201411y ago

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.

Full notes

Full Dungeonmans update

Read the full published notes in a cleaner layout. The original post stays linked below.

What changed

6 fixes2 additions3 changes1 removal
  • Performance
  • Fixes
  • Gameplay
  • Balance
  • UI and audio
fixedBug fixes!Doorspike crash in overworld fixed.
fixedBug fixes!An edge case where an explored dungeon could turn trivial and unenterable after you enter and leave it has been resolved.
fixedBug fixes!Weapon sell prices are now correct, and not 5% of base value without enchants...
fixedBug fixes!Monsters shouldn't be able to occasionally take infinity turns when you're resting, especially bees with axes :(
fixedBug fixes!Chests of Exiled Champions shouldn't crash on save any longer.
fixedBug fixes!Boss rooms once again spawn additional monsters for the fight.

Dungeonmans changes

fixedDoorspike crash in overworld fixed.
fixedAn edge case where an explored dungeon could turn trivial and unenterable after you enter and leave it has been resolved.
fixedWeapon sell prices are now correct, and not 5% of base value without enchants...
fixedMonsters shouldn't be able to occasionally take infinity turns when you're resting, especially bees with axes :(
fixedChests of Exiled Champions shouldn't crash on save any longer.

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.

Source

Steam News / 4 December 2014

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