Dungeonmans 10th Mansiversary!

Dungeonmans

Crush monsters and get loots in the classic turn-based style of deep dungeons and high adventure! Grow the Dungeonmans Academy, a bastion of learning that expands as you play. Serious gameplay with a light-hearted atmosphere, combining the feel of history's great RPGs and dice-slinging adventures around the tabletop.

December 2024 is Dungeonmans' 10th Mansiversary. Surely this is the most impactful roguelike news of the month. Let's celebrate with yet more free content and another holiday event. [h1]10th Mansiversary Celebration[/h1] All through December, crushing monsters will produce Commemorative Coins of various rarities that you can use for a long lasting effect that provides 15% XP bonus and a greatly increased chance of certain types of loot. For those high level heroes, you'll finally have a reliable way to farm 5-Star armor sets! You can also exchange the coins for lesser coins and mystery prizes at the now [i]highly useful[/i] Celebratory Headmaster Statue at the Academy. [img]{STEAM_CLAN_IMAGE}/6076123/104aed55873f5c4c21a5f5e14fb54fdbc5424cb8.gif[/img] I can't promise that there won't be more shenanigans as the month continues. [h1]The Outdoorsmans[/h1] An all new line of study at the Dungeonmans Academy: The Outdoorsmans brings a new weapon and different approach to ranged combat, as well new abilities dealing with the beasts of the wild. [h2]Boomerangs[/h2] These weapons occupy your main hand and ranged slot, much like Polearms. Unlike Polearms, you can hit things up to 5 tiles away. Attacks landed on targets at exactly maximum range are guaranteed critical hits. [b]Roundabout[/b] lets you smack every adjacent enemy, knocking melee attackers back. [b]Pisser's Crescent[/b] lets you make a wicked arcing throw that hits multiple targets, even ones out of LOS, [i]and[/i] can pick up Deadpulses and Refreshing Beverages along the way. Boomerangs are slightly shorter range and slightly less damage than bows, but unlike bows, you can use a shield in your off hand. Or another 1h weapon if you wanna go Dungeon Dervish. Or -- oh you know what, I should add a spellpower boomerang shouldn't I? Yeah that's going in this week. [h2]Beast Handling[/h2] Long ago, The Outdoorsmans was going to be The Pet Class, but I could never make that really gel with the free-wheelin' build-your-own-class style of Dungeonmans. It was either too weak or a must-have. Then Battle Poultry happened, which solved pets neatly. But it still felt thematic to let The Outdoorsmans have a way with beasts. The powers in Beast Handling start with a couple of defensive ones: [b]Mollifying Medley[/b] scares away all beasts when you get surrounded, and [b]Snappy Capy[/b] lets you turn any one enemy into a harmless Capybara without costing you an action. The last power, [b]Blood in the Water[/b] lets you use Monster Steaks as fuel to entice beasts to do your bidding. [h1]A Keybinds Menu[/h1] Totally worth an H1 header. Now you can rebind your keys from within the game. If you were experiencing a crash when removing all keybinds from a key earlier today, that should be fixed. Please leave feedback in the Discord if you think there should be additional binds that I didn't consider! [h1]Modding? Yes![/h1] This is a big topic and deserves a post of its own -- and it'll get one. But the short version is this: you can add monsters, items, enchants, set bonuses, and your own textures too. You can modify or even replace the game's existing data by adding your own mod files, and you can even make simple powers for the monsters to use. You [b]can't[/b] add any code yet, and yes that means a lot of what the game can do is currently sealed off from you. But that may well change! I've been looking at how other XNA games do it, and maybe I'll get in on that too. Full details along with an example mod will be provided shortly, and I hope those of you who like modding are willing to help update the wiki! [h3]Important note: Heroskins are unchanged![/h3] I didn't touch that, as to not break anything. [h1]Bug Fixes / QoL[/h1] I hate to do this to you but my notes are really scattered. I spent a lot of this year working on Eye of the Commando and so I don't quite have all my dmans change-ducks in a row. Warlords are a little smarter, I fixed a few keyboard and controller things, uh, damn you know I really do try to keep this -- anyway. But hey, if you've got something you want to see fixed in Dungeonmans, [b]this is a great time to speak up[/b]. I mean I'm always listening in the Discord but I am extra listening now, during the Mansiversary. And actually, it'll be easier for me earlier in the month because I'm traveling over the end of the month and will be very, very afk. Some things that popped up this afternoon: * Keybind crash on removing all binds from a command should be fixed. * Players getting stuck at 0,0 in the overworld should teleport to the Academy. * Fixed for an overworld crash while wandering around.