Guild of Dungeoneering
- totally sweet STICKER effect for cards that have been powered up via effects like Way of The Scoop, Tough, Ranged, Blessed or the Punch Drunk trait.
- more improvements to performance, particularly around memory management
- Sharp Wit boss from Ice Cream Headaches gains +1 hp
- better logic for picking escape tile in a later quest in ICH
- can now gain Favour or Gold from a card action even when it is a killing blow
- fix for favour use when starting to burn a card, then cancelling
- Spikey should trigger Decay & Brittle now
- catch error when attempting to resume from a session file that is corrupt
- Way of the Scoop no longer applying twice when using Dice vs unblockable
Patch 1.09 (03 November 2016)
- starting hats for Yodeller, Snowitch outfits were being shown under their hair
- dungeon map now pans to last quest attempted when opened (previously did this only when new ones were unlocked)
- Ice Cream Monk card Insight made clearer (and slight bug with shuffle after using it fixed)
- fix for loot screen cards not being shown right after beating Rubber Ducky
- fixed missing loot screen cards when character sheet open + cards viewed by hovering over skills
- fixed issue where monsters would move onto hero a second time
- made it possible to spend favour in battle if character sheet is also open
- renamed two monster attacks to prevent conflicts (Nature V Restore is now Devitalise and Venom III Acid Spit is now Spit Acid)
- fixed issue with mime's discard attack halting progress when monster had previously self-revived with a heal
- fixed issue with Snowitch's Flash Freeze when stolen and then played against player
- allow more time to register long clicks on cards in battle
Patch 1.08 (28 October 2016)
Improved title screen
- We laid this out better. You can now see which expansions you have installed on the left of the title screen, and we've added a news area on the right. The quit button has moved into the settings window (you can hit ESC to bring it up).
Loading screen tips!
- This came over from the mobile port. We wrote a bunch of tips and threw them into the loading screens. Learn as you wait!
Patch 1.07 hotfix (24 June 2016)
- fix for older graphics cards causing a freeze when you place any new tile
- fix a crash when abandoning a quest in certain situations
- guild music now plays after quests again
- added currently playing track to options screen under volume settings
- troubadour singing lines now have a little musical note icon around them
- music tracks now more likely than atmospheric ones in dungeons
- fixed crash when attempting boss rematch on pirates cove
- fixed quest names on pirates cove
Patch 1.07 (09 June 2016)
Improved framerate: 60FPS!
- During the last six months of working on the mobile version of Guild of Dungeoneering we've had to do a LOT of optimising of the game to get it to run smoothly. Fortunately the way we've done it has meant we get those performance improvements for the PC/Mac version too!
- This means that we've been able to set the framerate of the game to a lovely, smoooooth 60 FPS. Yum!
Battle Scars now optional
- After much thought we've decided to make the battle scars feature optional. If you don't like it you can pop into the options screen and turn off 'gain battle scars'. No new scars will be generated (though existing scars will remain). Remember though when our high-score challenge mode Trophy Trials comes out you won't be able to to turn off scars during trials!
- fixed monsters with thief trait always moving out of dead ends, even without treasure nearby
- better card responsiveness in battle when you have lots of cards at once
- pirates cove quests that spawn a treasure room once you find a map should now place it in a more sensible spot
- player and monster battle cards were all labeled as 'fire 1' or 'growth 1' regardless of which card number they actually were
- various small fixes for things that didn't work quite right when turbo mode was on
Patch 1.06 (18 February 2016)
Battle Scars Revamped
- Less scars: a dungeoneer can only gain two scars max
- More variety: we've expanded the list of possible scars, particularly to bring in more magic-focused ones
- Less frustration: no more purely-negative scars
- Evolving scars: most scars now have an [Early Stage] version that soon upgrades into the [Final Stage] version.
- To keep things simple, all old scars will be wiped with the release of this patch.
- You can now enable Turbo Mode in the options screen to have EVERYTHING happen at 3x speed in the game. Animations, pauses to let you read dialogue, everything will zoom by at this new speed. I wouldn't recommend it for new players as you will miss a lot, but it will be a huge relief I think to people who are replaying.
- The game should now work nicely fullscreen (or windowed) even if you have a crazy-wide 21:9 display.
- fix for quest-breaking bug if a monster pickpocketed your barbarian's withstand and then used it against you
- fix for an issue if you had a card about to be placed and clicked on the options cog
- fixed a crash if you had the fountain that buffs your unblockable attacks and used an unblockable magic attack
- fixed an issue with monster names in the battle screen that spanned two lines (three-headed monkey, anyone?)
- fixed bug with dice vs conceal not getting +dmg
- sound effects in battle weren't respecting the SFX volume you had selected
- fixed a display bug around opening and closing the boss rematch window several times quickly
Hotfix Feb 17th
- fixed an issue with Zealot incorrectly giving -1 loot choice
Hotfix for version 1.05 (22 December 2015)
- If you have completed the jungle and want to unlock Pirate's Cove you can now do so via boss rematch (this was meant to work in 1.05 but wasn't triggering correctly)
- Ending your turn while the boss is still chatting and moving to the board at the start of a quest was causing some problems with phantom turns, should now be solved
Patch 1.05 (18 November 2015)
- We specifically designed Guild of Dungeoneering to not overly punish failure. You can never 'lose' the game (even if your graveyard becomes increasingly crowded) and you have unlimited dungeoneers available to throw at dungeons. However this does mean you are never attached to any particular dungeoneer. Even adding features like naming your dungeoneers, or giving them a unique hairstyle didn't quite fix this. So we're trying something new. Hopefully this leads to a little more attachment & unique story for each dungeoneer.
- Dungeoneers now gain Battle Scar traits over time, as they survive dungeon runs. New dungeoneers are always 'blank' and exactly alike. But as they complete quests they gain battle scars that can be good or bad. Here's the possible scars you can gain:
- Hard-headed (+1 hp, -1 card)
- Head injury (+1 stupidity)
- Veteran (+1 blade)
- Scarred (+1 crush, -1 hp)
- Flesh Wound (-1 hp)
- Zealot (+1 Holy, -1 loot choice)
- Scrounger (One loot choice is of a higher level than normal)
- Gullible (One loot choice is of a lower level than normal)
- Hubris (same pathing change as Barbarian's deathwish, without the bonus hp in battle, description: 'Convinced they cannot lose. Seeks out higher-level monsters')
- Fountain addict (fountain pathing bonus, first tile card each turn always has a fountain)
- Tricksy (start quest with level 1 loot choice)
- Once you completely clear out any of the regions in the game (grasslands, jungle, mines & pirate's cove) you unlock the option to replay levels in that region.
- A new 'boss rematch' overlay appears on the map which will give you a random bossfight from that region. If you find you are stuck on a new region for any reason this is a great way to earn some gold from a previous region. This will also make it possible to unlock pirate's cove with a savegame that has previously finished the jungle region (just find the pirate map in a jungle boss rematch quest).
- Dungeoneer rehiring is no longer instant. When you lose a dungeoneer it now takes time to find a replacement. You will need to attempt a quest with one of your other dungeoneers before a replacement arrives. Chumps, however, are ALWAYS available immediately!
- Designwise this is again to give a little more downside to failure (though temporary) and to encourage you to try some more classes. If you only just reached a new region (eg, the jungle) and only have one class from that tier, you can avail of the new boss rematch feature with your other classes while you wait for your replacement.
Stability, Crashes & Memory
- Game stability has massively improved. We did another huge pass on cleaning up how we use memory. This should help prevent crashes people were seeing, especially around creating really big dungeons. We've also added a new option to use lower-quality art assets for folks who are seeing this issue often.
Card play improvements
- As well as dragging cards from your hand to the board you can now also click on them once, then click again where you want to place them (particularly handy with laptop trackpads where dragging was awkward). Also, as you are placing a card we now show a little rectangle in your hand where the card was, so you can drop back onto this to cancel without fear of accidentally placing it in a valid spot on the map underneath it.
- moved objectives area to top left and cleaned it up a lot
- made separate volume controls for SFX / music / bard. No more master volume
- laid out options screen a little better
- can now rename dungeoneers at any time (click into dungeoneers in your guild, click on one, then click on their name)
- only pan view to talking character if they are offscreen (previously would always center on them)
- chat bubbles can be to left OR right to fit on screen at edges
- improved how we trigger all tooltips (now checks if the mouse has stopped moving before triggering them)
- added a low-resolution graphics mode to the options screen. Use this if you are crashing a lot or having performance problems.
- added small click sound effect to mouse clicks
- removed delay on returning to guild before rooms appeared
- fixed occasional issue where traits area in battle screen was blank
- when battle icon animations are turned off, we now still show the icons just without animation (was blank previously)
- fixed issue where monster's attack card would stop having a tooltip when your hand got too big
- made it possible to choose no blessing if you want. Added a carousel effect to swapping blessings/dungeoneers
- all tooltips referencing 'hp' now use the heart icon
Patch 1.04 (02 October 2015)
Pirate's Cove quest changes
- Skull Cave, Quest 3: Tweaked level layout so you can choose to reach the boss before the end of the countdown.
- Broken Boat, Quest 2: Shortened the quest by simplifying starting layout and changed the objective from 4 to 3 Giant Crabs.
- Sand Fortress, Quest 1: Slightly tweaked the layout to reduce backtracking. Objective changed from 4 to 3 Giant Crabs.
- Sand Fortress, Quest 2: Removed corridor tiles beside starting point to give the players more freedom in designing the layout of their dungeon and avoid frustration in the early turns.
- Big Booty, Quest 3: Tweaked level layout so you can choose to reach the boss before the end of the countdown.
- Waterfall Bay, Quest 1: Tweaked the layout so there's an easier way to reach the pearls that doesn't require as much backtracking
Pirate's Cove balance & additions
- H2Omancer trait 'High Tide' changed to trigger when your discard pile has 3+ cards in it (was 4+)
- Oarsman L1 monster had health reduced by 1
- The final quest now has lovely ocean tiles around the pirate ship
- We added a bunch of sound effects for all the new monsters (when placed)
- For owners of the OST (included in the Deluxe edition) we've added three songs to it. There's two variations of the new Pirate's Cove background tune (Monkeying Around) plus the special pirate shanty from our trailer (Sailing Away To Pirates Cove). You get these even if you don't own the expansion!
- Fixed the cartomancer Rules Lawyer trait, it's now working again
- Fixed a crash when some stolen cards were played by monsters (particularly the Refresh card)
- Fixed a crash when double clicking the return to guild button in win/lose screen
- Fixed boss taking two turns in a row when he's chasing you AND there were other monsters moving around
- Fix for journal oddness when only just placed
- DoTs like burn/bleed were disappearing when temporary traits were reset (eg 1-turn Conceal)
- Brought back the detailed battle card tooltips appearing above cards when you are examining loot in the loot screen
- A number of fixes for memory issues which were causing crashes after playing for a while
- Retribution damage can now gain +1 from a monster with Mundane
- Quest music was starting in battle mode after a death
Fixed a crash with clicking on the bookstand in the trophy room when it was already open
Patch 1.03 (24 September 2015)
- You can now view a full breakdown of what each class does before you unlock it! You can see their six card starter deck, health, and any special traits. Just click into an upgrade and then on the class card.
- You can also click into the dungeoneers tab and click on one already in your guild to remind yourself of their details.
Improved Win/Lose screen
- The screen you see when you win or lose a quest has been significantly improved. You'll see an itemised breakdown of your gold gains, plus see exactly what special things you may have unlocked (like trophies, the graveyard, etc)
Trophy Room upgrade
- The trophy room has had some nice furniture brought in! Cozy! You can click on it in your guild to look around.
- There is now a journal on a stand in the Trophy Room. Click on it to re-read any story popups you've unlocked.
- We've upgraded the number of music tracks you'll hear while in dungeons from four to TEN. There's also a special track that you'll only hear in the Jungle and another you'll only hear in the Dwarven Mines.
- PLUS all ten tracks now have a special variation that you'll hear during battles. Oh, the dynamism!
- While we were at it, we fixed an issue where muting music in the settings sometimes made it impossible to unmute it.
- And we'll tell you the name of the song now playing at the top left of the screen when it starts
- Finally, the rather amazing Dungeoneering Mania track from our launch trailer plays over the credits now. Seriously, check it out.
- Aren't all dungeoneer classes fun? Wouldn't it be nice if the lower tier dungeoneers still had a chance in the harder regions? Well here's our first attempt at that.
- All tier 2 classes have had their base health reduced by -1, and tier 3 classes have had their base health reduced by -2, so all dungeoneers have similar health totals.
- Now when you reach the Jungle you are awarded a new decorative room (the Fountain) to place in your guild which gives ALL dungeoneers +1 health. And when you reach the Mines you get another one (the Garden) which has a cumulative +1 health effect.
- This means the lower tier classes should be a little bit more viable, though still weaker than the T2/T3 classes - as their starting deck remains weaker.
- Barbarians now have wrinkles. Because they are so OLD
- Tidied up how we show your hand and your health when you get a LOT of cards/hearts
- Fixed some craziness with health display in the new animation system, especially seen with self-damage combined with heals (that's YOU most holy grail knight)
- Fixed some issues with Retribution, Sluggish and Bulwark traits
- Hitting ESC in combat no longer has the options screen appear behind the combat screen
- The first tile placed for you in the first tutorial mission can no longer have a mysterious fountain on it
- No more building rooms below your guild's main entrance
- Paper Shield works as you expect when you have no cards in hand, now
- Fixed a game hang caused by partial blocking of Mime special cards
- No more poking your dungeoneers behind other windows in the guild
- Fixed a rare occasion where a boss would get stuck halfway to their starting room
- Fixed an issue with Reflecting Ray + queued damage
- Cursed Bow trait correctly called 'Decay', not its old name 'Meaty'
- Fixed an issue where cards weren't being correctly shuffled when your discard pile cycled back into your deck
Patch 1.02 (10 August.2015)
Battle screen animations + sounds
- This is to both spruce up battles so they are a bit more fun AND to help explain some mechanics better, like quick, unblockable, magical vs phsyical attacks, blocking, etc! This includes the much-missed Fury trait!
- As part of adding these we've gone back and sped up a lot of the timings of things at the start and end of battles (like the cards being dealt, etc), so you should get into and out of battles quicker, even with the new animations.
- We've also added an option to disable this new battle animation system if you don't want to see it
- the graveyard is now properly infinite! Finally room for all your failures \o/
- write save file to temp file first, then if successful copy over existing save data. Should prevent rare case of blanked save games.
- fixed issue when in windowed mode the hover target area was wrong in the trophy room / graveyard
- PROPERLY fixed the spooky ghost card that remained on screen when you clicked the 'you died' popup too quickly (we hope! maybe this bug will haunt us forever)
- fixed issue with wrong alignment on really-big-resolution widescreen monitors
- windowed mode now also allows you maximise the window to have a full-screen-with-chrome window
- fix a couple of crashes around leaving the tutorial too early
- added missing tier 1/2/3 labels in unlock screen
Bugs fixed in Aug 8th hotfix
- Ferocious is now checked last to allow other extra damage to be totalled up first
- Stopped Ferocious applying to Magical attacks
- Ranged trait now only adds +1 to quick attacks that are physical, not quick magical attacks
- Dice (Blade II) no longer adding +1 dmg wrongly
- Fix issue with quick icon not always displaying
- Conceal should now only land when icon hits. Should also not be applied if blocked
- Stopped SpellSword icon from vanishing when using Arcane Swipe
- Damage-over-time oddities should now be fixed (e.g. Fury not triggering when card played at half health after Burn)
- Sped up large attacks
- Fixed Card Storm not discarding 4 cards
- Fixed Brain-Enhance Serum not drawing cards (also fixed its name)
Patch 1.01 (20 July 2015)
- In the options screen you can now toggle between fullscreen and several windowed resolutions.
- Tweaked a few of the monsters in the Azca Jungle to be ever so slightly easier. Specifically reduced the prevalance of discard-effects, toned down a couple of monster attacks, and reduced the hp by 1 of a few level 1 and level 2 jungle monsters.
- Tweaked the eyeball charm so it is different to the dead lizard charm. Maybe we should add a dead lizard's eyeball charm?
- removed the 'backtracking' penalty on the dungeoneer AI. Previously they really didn't like going back to the room they were last in. We've decided this causes too many WTF moments and have removed it.
- added a check for rooms you have unlocked but haven't placed when entering your guild. Previously you could unlock a room but not place it anywhere and instead quit to menu. When you came back your room was gone forever. Now you will be prompted to place them again.
- fixed some issues with wrong text on dungeoneer obituaries
- tweaked our code for buttons to help with the occasional problem where you need to click multiple times on buttons to get a response
- fixed a rare crash bug when trying to trigger idle chat in guild mode while you had no heroes
- fixed a number of bugs where you could trigger a double-click on two different elements in the guild at once
- fixed a bug with clicking to dismiss the 'you died' popup too quickly causing a ghostly hero card to float above your guild. OOOooooooOOOOooo. Spooky.
- cancel card-placement if you enter the option screen by hitting ESC in the middle of dragging a card
- better positioning of 'you gain / you lose' labels in the loot screen. No more hiding behind those tooltips guys!
Update gog-2 (15 July.2015)
- We included a fix for both builds around not going full screen properly the first time it ran.