Guild of Dungeoneering

Guild of Dungeoneering

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tomchick Jul 15, 2015 @ 2:26pm
Gah! Help me understand why my dungeoneer is an idiot!
I can't understand the rules governing where my dungeoneer goes. For instance, I want him to fight lower level creatures to either get better items for this inventory or even just more gold for my guild at the end of the dungeon. But sometimes, he'll opt for a higher level creature. I'll also strew the dungeon with gold reward cards in unguarded rooms, but sometimes he blithely ignores it. Is it a function of distance? Who can tell. And then there are the times the idiot walks right into a red fountain. Dude! Don't go to the red fountain!

Can someone break down for me the rules for how I'm supposed to guide him through the dungeon? This is obviously an important part of the gameplay, but I can't make any sense of it. Are there random die rolls here? Is there some deterministic rules script I don't understand?
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tomchick Jul 15, 2015 @ 2:29pm 
Last edited by tomchick; Jul 15, 2015 @ 2:29pm
DeMasked Jul 15, 2015 @ 2:30pm 
If the dungeoneer starts to ignore low level enemies it is either because you are overleveled or are playing the Barbarian which I believe will seek out higher level enemies to make use of the passive Deathwish.

Gold cards are fine unless your dungeon is connected to the main objective or a chest in which case the Dungeoneer will usually prefer those two options.

Red Fountains can't be avoided sometimes depending on which level you are on but usually if they walk in that area it's because something beyond the fountain is luring your dungeoneer.

Also if the dungeon is fully explored with 1 area that isn't explored the dungeoneer will look to exploring that area so keep that in mind.
DeMasked Jul 15, 2015 @ 2:31pm 
Originally posted by tomchick:


Yes but where is the dungoneer going in the end? Probably a chest or objective.
Myll_Erik Jul 15, 2015 @ 2:32pm 
Few things -

Dungeoneers are generally going to go towards Loot/Gold - however, if there is an objective or boss they think they can beat, they will go that way.

Barbarians often head toward higher level monsters because they are somewhat crazy.

Loot/Gold has levels - so if you place multiple loot down they'll try to go for the highest one they can as long as they have a path toward it and there's not an objective along the way.

If there isn't loot/gold in the dungeon - then generally they like to explore the unexplored rooms which means you're back to somewhat guessing which way they will go. (Be sure to watch the little blue-footprints for an indication of where they will go)

Hope that helps some!
Myll_Erik Jul 15, 2015 @ 2:33pm 
And Dr Mcninja did an awesome job explaining that :)
tomchick Jul 15, 2015 @ 2:52pm 
I'm aware of how the blue footprints display where he's going. Hence my frustration.

Did you see the screenshot I posted? He was heading towards a level three monster, which makes sense. He's level three, he wants to fight something that will get him to level four. But hold on, let's work towards the long term by working our way up the power curve more carefully.

So I put directly next to him a level two monster, which would hopefully mean he could replace his level one offhand inventory item. Nope, he didn't want that. So I also put a gold reward card directly next to him, which would mean extra gold to upgrade my guild. Nope, he didn't want that either.

So again, I'll ask: Are these die rolls? Or is there some deterministic rules script I don't understand?

If it's the former, fair enough (that seems to be the case based on your language of how they "generally" do certain things). If it's the latter, I'd love an explanation for the situation I just explained.
DeMasked Jul 15, 2015 @ 2:55pm 
The picture you supplied didn't have the blue footprints leading your dungeoneer to the level 3 monster. They were leading past the monster to something offscreen (which I couldn't see).

I then assumed that your dungeoneer is interested in a chest or the main objective. Sometimes it's good to build up your hero but not fully connect the dungeon right away - otherwise you are just adding more things that will lure your dungeoneer and may encounter something a bit early.
tomchick Jul 15, 2015 @ 3:14pm 
Here's the full screenshot, where you can see that my idiot dungeoneer is heading towards a level two monster without treasure:

So he would rather fight a level two monster without treasure than a level two monster with treasure. Really?

Look, if it's just random die rolls, I'll stop trying to figure this out. But if it's rules, I'd really like to know how they work. It is, after all, a significant part of playing the game. And it's really frustrating playing a game I don't understand. :)
DeMasked Jul 15, 2015 @ 3:18pm 
1: Your character is already level 3 so fighting a level 3 would probably be more desirious then fighting a level 2 with gold.

2: The level 2 monster without gold is in an unexplored room which is another lure.

3: I'm guessing that the dungeon connects with the Orc Warlord who would then be the largest draw for your dungeoneer in the end.

So yea sometimes even gold items won't draw your dungeoneer if they are interested in something else.
TwilightDusk Jul 15, 2015 @ 3:21pm 
That is odd, I'd have expected to see the footsteps continue towards a chest or a boss or something, but somehow wanting to enter an unexplored spot is a stronger pull than a level 2 treasure?
Myll_Erik Jul 15, 2015 @ 3:23pm 
Tom - what else is up in that dungeon? Is there a clear path toward higher level loot or the mission objective?
DeMasked Jul 15, 2015 @ 3:24pm 
Originally posted by TwilightDusk:
That is odd, I'd have expected to see the footsteps continue towards a chest or a boss or something, but somehow wanting to enter an unexplored spot is a stronger pull than a level 2 treasure?

It also depends on when you place cards as well.

If you place something that immediately lures your dungeoneer and then another card that doesn't - that could be what is going on here. My guess is still that the dungeoneer is interested in heading up overall rather then backtrack to previously explored areas.
tomchick Jul 15, 2015 @ 5:06pm 
The dungeon in my screenshot does indeed connect to the main objective. So is the idea to NOT connect to the main objective if you want to level up or collect gold?

What I'm inferring based on the replies in this thread -- someone please correct me if I'm wrong -- is that the dungeoneer's path is ultimately random and out of our control. Is that correct? We can't determine it, even after we understand the rules about his preferences? In other words, some under-the-hood die roll is going to be the final arbiter of where he goes?

if that's the design choice, I'll of course defer to the designer. But it strikes me as an odd choice given that the card-based gameplay adds plenty of randomness as is. Why add some under-the-hood die roll in addition? I've been enjoying the strategic choice of how to build my dungeon, but I'm finding it frustarting when I make strategic choices that are undermined for reasons I don't understand, and it'll be all the more frustrating if it's because the random number gods are undermining me! :)
DonJustin Jul 15, 2015 @ 5:27pm 
This is what I found out about the paths (If I remember right):

Objective with item > Treasure chest > Gold > Same level monster > Objective without item > high level monster > Unexplored path.

What I mean with this is that your dungeoneer will go to the objective first if it has a sort of item, after that it will go for treasure chests, if those are not around it would go for gold, if these are not around it would go for the same level mob and after that it would go for the objective without an item. (Not 100% sure about it, could still be that it's kind of random, but this is what I noticed throughout the game).

tomchick Jul 15, 2015 @ 5:32pm 
Indoo, I'm afraid the screenshot I posted higher up in this thread ruins your theory. :(
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Date Posted: Jul 15, 2015 @ 2:26pm
Posts: 48