Dungeonmans - [APro] MadjackMcMad
I wanted to post an update on the state of the Dungeonmans mod tools, since there's been a little confusion, which is mostly my fault.

For years the only modding was via heroskins or editing game .txt files. The heroskin stuff remains unchanged. The .txt file editing was always sketchy, since new builds pushed via Steam would override them.

Now, you can add your own new content in a separate mod folder, which won't be stompled by Steam updates. You can also add other people's mods in the mod folder as well.

Example Mod
https://github.com/jim-adventureprogames/dmans-tutorial-mod

That's a rich example package which will give you lots of things to play with if modding games is your bag.

Wiki and Instructions
https://dungeonmans.fandom.com/wiki/Mod_Packages

Always a work in progress, this wiki is growing through my efforts and others', and has instructions on how to add your creativity to the game.

Want to add a whole new set of powers and masteries? You can do this!



Steam Workshop?
Status: probably. It's something I'll build into once I get a groundswell of support from modders. Until then, it's tough to justify the effort.

Can I Mod In A...?
Also probably! And if not, talk to me and maybe I can help make it happen. I have already worked directly with multiple people who are working on mods to help craft the feature set into what it needs to be. You could be one of those people!

Thousand Review Milestone!
Thanks again to all of you who continue to enjoy the game, we're closing in on 1000 reviews, which is a pretty great thing imo. If you're having fun crushing monsters, feel free to say so in a review.
Dungeonmans - [APro] MadjackMcMad
Thank you, thank you, thank you for making December 2024 one of the most joy filled Dungeonmonths in memory. The 10th Mansiversary Celebration was a delight to hold, and I really appreciated those of you who engaged with the new Crushmas holiday content. Let's take a look:

"What Does Crushmas Mean To You?"

If you managed to defeat... well, perhaps endure the Grympiff, the game asked you a question. The answers I received are all here:

http://www.dungeonmans.com/crushmas

Some are certainly more involved than others, but I appreciate each and every one of them. What an absolute delight.

The Future of Dungeonmans, Year 11 and Beyond

This is where the post goes into some long winded windup thanking the users for everything and explaining how all suns must set, all good things, in the nights dreams delight, flights of angels sing to thee, fight the break of dawn, and etc etc etc blech

naw, not here. Let's be real, I probably shoulda stopped messing with this game a while ago, but I cannot. So there will absolutely be more Dungeonmans content down the road. But, it may be a little bit.

For one thing, I've got to pick back up with work on Eye of the Commando:
https://store.steampowered.com/app/3016480/Eye_of_the_Commando/

There's a lot left to do to get EotC out of Early Access, and I'll be spending the largest share of my dev time on that project for the next few months at least. Give the game a looksee if you haven't already, maybe it's for you? Maybe it's for your friend?

As for dmans, well
  • The Outdoorsmans is being monitored and I'll be improving it over time.
  • Specifically, more boomerangs!
  • Surely the very last bug in Dungeonmans will be fixed any day now.
  • I have another holiday event in mind, and you haven't seen the last of the Grympiff.
  • oh and last but not least at all
Modding Dungeonmans
I've been working a bunch on this and would love to see some mods happen! I'm slowly documenting things, working on the public wiki some nice stranger made a while ago, and hoping that all of this is worthwhile.

Is it you, dear reader? Are you someone who wants to mod Dungeonmans and is willing to deal with some early (you know, for a 10 year old baby game) crust in the mod system? If so, please drop by the Discord and let me know. If you aren't a Discord user but are interested in modding the game, post a comment here telling me as such and I'll work with you.

You don't need to tell me if you want to mod the game, but if you do you'll get a little bit of support and can help make the tools better for everyone involved.

Parting Thoughts
I'll be a little quieter here on Steam after the Mansiversary, but not gone. I'm on Discord every day, I live there, it's nice. But you can also catch Adventurepro Games development on Bluesky:

https://bsky.app/profile/madjackmcmad.bsky.social

Oh, and, if you are one of those people who's always saying things like "Madjack let me throw more money at you, my money throwing arm is itchy and I already bought all your other games!" do I have the link for you:

Dungeonmans Crap on Sticker Mule

If you wanna buy some Proof of Stremf stickers, Triger pins, or other bits and pieces of Dungeonmans game and stream crapola, please do so! Every little bit helps, this indie racket is tough if you aren't getting front page reviews on PC Gamer ;)

Thanks everyone! It is my great hope that 2025 balls out for all of you in the most riotous fashion.

Dungeonmans - [APro] MadjackMcMad
* Once again, multiple item turnins at the Academy have been fixed.
* Starshards should work again for recipes and the starshard orb.
* Boomerangs should show up in Mysterious Objects from History, and the Blacksmithing Blueprints menu respects them now too.
* You can use a Boomerang in your offhand with Battlemage. Your ranged weapon is still the staff in your main hand, so you'll cast Bolt of Foom with it, but you can also use Boomerang abilities. OP? Probably not. We'll see!
* I'm back from holiday vacation times, please continue reporting bugs in the Discord ːstremfː
Dungeonmans - [APro] MadjackMcMad
Merry Crushmas!

For the last big event of the 10th Mansiversary, Crushmas has become a full season, from 22 December to 31 December. No longer will you miss out on the holiday because real life demanded you sit between arguing relatives eating turkey for hours.

Those of you who are Coal-Cursed... keep adventuring ːstremfː
Dungeonmans - [APro] MadjackMcMad
Just kidding, it's my fault <3

Fix for the newest Academy turn in crash.
Dec 18, 2024
Dungeonmans - [APro] MadjackMcMad
I fixed the Headmaster book crash, I am very sorry about that one.

Also I fixed a bug that might make Light Shield players angry. But I accept all responsibility, please direct your angry letters of wrath to me, @zircon on the discord.

1.2c10
* Light Shield and Flux Shield no longer add bonus damage to their reflective attacks from a high Science score.
* Fix for crash when turning in books.
* mod stuff mod stuff mod stuff
Dec 17, 2024
Dungeonmans - [APro] MadjackMcMad
1.2c7
* Fix for another blueprint crash and level 4 Commemorative Coins.
* Added the hotbar rotating keys back to the keybind menu.
* Did some mod stuff I need to post about.
1.2c8
* Fix for LOS errors when you press ranged attack or a ranged skill -- game should be much better about jumping the cursor to the nearest target.
* Consumables marked as favorites will stay favorited even if you run out of them and pick new ones up later. They also will stay favorited across the lives of multiple Dungeonmens in the same Academy.
* Pisser's Crescent has been updated and hopefully improved.
+ It's a lot more forgiving, you can throw an imperfect arc that hits some walls, but if you do, the target can't be out of LOS.
+ If your arc hits no walls, it is a Perfect Pissah which will do 50% bonus damage and also allow you to hit things out of LOS.
+ Pisser's Crescent clears strain from Roundabout, and vice versa.
* Fix for yet another rare loot crash, ugh, really sorry.
* Fixed a bug where saving and exiting while an enemy was Capyfied could cause loading to crash.
1.2c9
* Fix for a really weird crash where a monster went to heal another monster who had zero max HP.
* Fixed a crash for boomerangs being hurled at the very edges of outdoor encounters.
* Fixed a crash involving certain gateway tiles -- thank you Конструктор!
Dec 9, 2024
Dungeonmans - [APro] MadjackMcMad
1.2c8
* Fix for LOS errors when you press ranged attack or a ranged skill -- game should be much better about jumping the cursor to the nearest target.
* Consumables marked as favorites will stay favorited even if you run out of them and pick new ones up later. They also will stay favorited across the lives of multiple Dungeonmens in the same Academy.
* Pisser's Crescent has been updated and hopefully improved.
+ It's a lot more forgiving, you can throw an imperfect arc that hits some walls, but if you do, the target can't be out of LOS.
+ If your arc hits no walls, it is a Perfect Pissah which will do 50% bonus damage and also allow you to hit things out of LOS.
+ Pisser's Crescent clears strain from Roundabout, and vice versa.
* Fix for yet another rare loot crash, ugh, really sorry.
* Fixed a bug where saving and exiting while an enemy was Capyfied could cause loading to crash.
Dec 3, 2024
Dungeonmans - [APro] MadjackMcMad
Been patchalatchin' constantly! Many of these are thanks to kind souls who came by the Discord to report bugs and QoL issues.

1.2c1:
* Fixed Roundabout not hitting all adjacent enemies
1.2c2:
* Fixed Drink the Typhoon, Foom From The Skies, and similar powers that suddenly required a target to fire -- you can once again shoot them at empty spaces.
1.2c3:
* Broken Table Leg included with base Dungeonmans class.
* Mollifying Medley should no longer scare your own Battle Poultry.
* Right Click can be used to cancel power targeting.
1.2c4:
* Updated weapon and armor sorting, do you like it? Circle y/n
* Players should see more Commemorative Mansiversary Coins.
1.2c5
* Coin level 2 had incorrect bonus text.
* Weird disappearing whistle bug being worked on. Found a fix for some hotbar jank.
* Fix for Hexblade crash.
* Fix for Pet Menu crash.
* Storing/Withdrawing eggs at the Ovimanser now has sort options.
Dungeonmans - [APro] MadjackMcMad
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.

10th Mansiversary Celebration
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 highly useful Celebratory Headmaster Statue at the Academy.



I can't promise that there won't be more shenanigans as the month continues.

The Outdoorsmans
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.

Boomerangs
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. Roundabout lets you smack every adjacent enemy, knocking melee attackers back. Pisser's Crescent lets you make a wicked arcing throw that hits multiple targets, even ones out of LOS, and 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.

Beast Handling
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: Mollifying Medley scares away all beasts when you get surrounded, and Snappy Capy lets you turn any one enemy into a harmless Capybara without costing you an action. The last power, Blood in the Water lets you use Monster Steaks as fuel to entice beasts to do your bidding.

A Keybinds Menu
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!

Modding? Yes!
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 can't 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!

Important note: Heroskins are unchanged!
I didn't touch that, as to not break anything.

Bug Fixes / QoL
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, this is a great time to speak up. 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.
...

Search news
Archive
2025
Apr   Mar   Feb   Jan  
Archives By Year
2025   2024   2023   2022   2021  
2020   2019   2018   2017   2016  
2015   2014   2013   2012   2011  
2010   2009   2008   2007   2006  
2005   2004   2003   2002