Labor Day patch notes

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.

Had some time over the weekend to touch up some things, including some long standing UI bugs. * Identified consumables shouldn't appear in the "???" unidentified tab now. * The input bug where question marks keep appearing should be fixed. * A fair number of powers and effects that could not cause critical hits now can, this mostly applies to end game stuff but does include early powers like Power Drive. * Door Spikes are fixed -- previously when they sealed a door they also reduced all incoming door damage to 1, even though the screen said otherwise. This is no longer the case. * Lightspears still work. Had to double check that one. * There were a couple of other fixes from work last weekend but they were in a notepad++ file and I lost them.