Paper Dungeons

Paper Dungeons

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Miyu  [developer] Apr 20, 2014 @ 9:09am
Paper Dungeons [v1.15] Start with 3 powers!
Version 1.15 Release Notes
Sunday, April 20, 2014

Biggest change you'll notice right away are the 3 Class specific powers. They are available from the start, while the Dice power slot now starts empty (till you roll one with a die). Combat calculations details and combat modifiers are now displayed under the Dicebar and on the Character sheet.

We've also added many tooltips on the fly to UI elements (in game, on the Character sheet, in Editor mode...), visual effects, and of course fixed many bugs.
Thanks for the feedbacks, keep them coming!


Game Balance:
  • 3 Class specific power slots are now available from the start (Utility, Escape, Action power). Once used, these powers are down to 0%. You need to kill monsters to replenish them.
  • Dice power slot now starts empty (instead of giving a random dice power available from the start).
  • Rogue mode: dungeon 1 will no longer display Disease mobs (Undead) or traps (Divine trap).


UI Improvements:
  • Added combat calculation details under the dice bar.
  • New button in menu: "Show fight details" toggles combat calculations.
  • Character sheet: during combat, statistics modifications (+10% attack etc) are now also displayed.
  • Character sheet: bonuses, maluses and calculations results now have distinct colors.
  • Added tooltips on the fly on Editor UI elements.
  • Added tooltips on the fly on In game UI elements.
  • Added tooltips on the fly on In game dice sets details.
  • Added visual effects on cursor when an active spell/power requires a target. Note: When such spell is activated and shows a visual effect, you don't loose it until you meet the requirements.
  • New button in menu: "Show cursor effect" toggles visual effects.


New Features:
  • Added a negative status (flame icon) on the Character portrait when you take burn damages from Wall of Fire or Dragon Breath.
  • When registering a new account: "Continue" button is now showed by default instead of "New game" which means you won't loose your previous game progression.
  • Rogue mode: "Enter" key can be used to validate the name of the character.
  • Editor mode: "Enter" key can be used to validate the info panel.
  • Shops and Temples: you can now click on the text field as well as the icon to buy an Item or a Benediction.
  • Added Cleansing benediction on the Deity selection.
  • Added tooltips on the fly on Deity selection.
  • New shortcuts: (7)Utility power, (8)Escape power, (9)Action power.


Bug Fixes:
  • Puzzle mode: dungeon 19 can now be finished with Thief.
  • Rogue mode: Killing the final Boss would sometimes not credit the level. Implemented a work around security: if killing the Boss doesn't trigger the level, killing all mobs on the map triggers next level.
  • Vampire monsters will no longer self heal when engaged in an out of reach combat.
  • Dicebar no longer stays visible after a combat ends.
  • Clicking on a Wall of Fire during Combat mode no longer moves your character into the fire.
  • Cancelling Dispel or IceBlast now properly removes the mini visual effect (flame) on the character sheet.
  • Extra keys will now be correctly displayed when loading a Save point in Adventure/Puzzle mode or when loading to the next level in Rogue mode.
  • Flame effects will now show correctly when loading a Save point in Adventure/Puzzle mode or when loading the next level in Rogue mode.
  • Wizard Eye's uncovered zones now show correctly when loading a Save point in Adventure/Puzzle mode or when loading the next level in Rogue mode.
  • Both Priest's after combat heals (Idun's Grace benediction and Holy Cross equipment) now trigger correctly after killing a monster with IceBlast.


For previous patches and hotfixes, please refer to our Changelogs list.
Happy Easter Holidays!




Adding HOTFIX 1.151, which eases up Adventure/Rogue modes even more!

Version 1.151 Release Notes
Wednesday, April 23, 2014

Modified monster placement algorithm in Adventure and Rogue modes:
  • Only monsters from your level (or 1 lvl higher) will be near the starting zone and easier to find.
  • High level monsters will never be near the starting area (ie 2+ levels higher than your character).

Hidden password:
Your password is now hidden when you type it.


Let us know if this monster distribution works fairer for you! We are also interested to know if ALL the latest additions added more flexibility to your gameplay:
  • Version 1.14 (details here):
    Lower level requirements to unlock classes, more specialized dice, possibility to switch dice during combat, dice power usable in fight, etc.
  • Version 1.15 (details here):
    3 additional powers available from the start, no more disease mobs or traps in dungeon 1/Rogue mode, TONS of tooltips on the fly, everywhere we could think of! But if you spot a dark area that needs explanation, let us know :)

As usual, thanks for your feedbacks!
Last edited by Miyu; Oct 19, 2014 @ 4:41am