Dungeon of Doom 4.5.3


If upgrading from version 4.5.1 or lower, see #2 of version 4.5.2's change log.

11/19/2024 

1. Monsters on chaos floors at 70 and below will get a boost in EXP value by 1-70% <p> according to the floor the party is on. Didn't seem like the EXP per monster increased enough at the deeper floors.

2. Updated shrine power spell to state no shrine energy detected if there are no shrines present on the current floor. 

3. Monsters in the guild start with magic points now. Fixed old bug that was setting it to zero. Also insured that if you start as a monster from the first floor, the generated monster will start with some magic points. Updated the survival readme to reflect this.

4. Added a special slime to various floors that is super hard to kill and flees from the battle quickly but if you manage to kill one you will get way more experience than you would for the other monsters on the floor. These slimes will be guaranteed to stick around for at least one combat round. Also, when one of these is killed, experience for the battle will be calulated without the level differential applied if that option is on. Be careful fighting these. For one, they like to steal items if they don't flee and the ones encountered on deeper floors can hit pretty hard. 

5. Rounded off the display of the chaos shard bonus to 2 decimal places. The full unrounded value is used to calculate the bonus. occasionally you might still see a .0000000000001 at the end, which I think might be an issue with FreeBASIC but an extraneous amount that small is going to have almost no effect on the calculation.

6. In dgedit, fixed display of map in shrine view mode.

7. Boss Rush mode added. You will always start from the first one on these but you can cast spells in these fights. There are 27 of them at the moment but don't be fooled, they get crazy hard fast!

8. Fixed some head scratchers introduced by adding the boss rush. Not necessarily bugs but since certain things (like casting spells) were not allowed, the code supporting some of the calculations and conditional checks did not run.

9. Completed the ability to add elemental shards to your weapon. Elemental shards will increase the damage done to an enemy if it is weak to that element. Chaos shards will increase the overall bonus damage done if any elemental damage is dealt. If the data that represents this information is not in your save file, the game will detect it and set default values, which will be saved to your file when you next save the game. Shards are rare drops after battles. You can put an unlimited number of them on a weapon but the cost to add them goes up quickly based on how many are installed. 

10. Fixed a bug that could cause the moon to start with an unnamed phase at the start of the game. Didn't break anything but was definitely unintended behavior.

11. Barring any bugs, shard enhancement is completed. If a weapon is sold or a character is transferred to the guild, all attached shards are returned to your inventory.

12. Updated version to 4.5.3.

Version 4.5.2 didn't get published for some reason, so here is the changelog: 

Should have published on 09/08/2024

1. Fixed a stray newline when donating chaos shards to the Chaos Pillar of Adramelech.

2. Shrine power for used shrines is now saved with the game data. When updating to this version, edit your doomsave file(s) in the save directory and add either 4 lines with a 0 or single line 0,0,0,0 to the end of the file.

3. Character promotion to Legendary, Epic, etc has been completed. I put the shop in the castle. It will cost a significant amount of gold, require at least a specific level and a certain number of chaos shards. Upon promotion to the next tier, the stat bonus multipliers are increased, therefore the character's stats will increase faster with each level gain and after combat, provides the 20% bonus gold and the increased chance of finding items. You can view the promotion chart detailing the pricing and an explanation of how the bonus multipliers work. If you are playing in a dungeon with 70 floors you will have to fight chaos survival battles in the Arena to earn chaos shards since there would not be any chaos floors.

4. The above has been completed with 3 new tiers that PCs cannot be promoted to but can be found extremely rarely at the guild. Ran some tests and saved a spreadsheet in the extra stuff folder averaging how many attempts it took to generate a character of the specified class over 40 runs for each character type except the last one.

5. The game now uses a different and much more random number generator. No more need to press a key at the start of the game, now when you run it will go straight to the title screen.

6. Increased the prize for Legend and Deity league battles at the coliseum. They seemed a bit low for the difficulty they presented.

7. Enemies generated for the guild are now scaled to the floor they would appear on therefore monsters from deeper floors are more powerful, especially on full chaos mode.

8. Characters promoted to legendary or above will show what their original class was in the status lists as well as what they were promoted to. The game will update your save file on first load if it does not contain the initial data for this feature.

9. Added a few more bosses to the boss rush folder. Not implemented yet. Probably in the next version.

10.There are 3 tiers of possible chaos characters that can appear in the guild as NPCs.

11.Fixed prize for league #7, was being calculated as a negative number.

12.Added a chaos league to the arena and more bosses to the boss rush data.

13.Updated version # to 4.5.2.

Files

Dungeon of Doom 4.5.3 2.4 MB
3 days ago

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