Version 1.26 Release Notes Tuesday July 24rd, 2018
Hello, A small patch to fix some issues with Paper Dungeons. The online levels had some broken textures, and we added a few keyboard shortcuts to handle the in-game dialogs and information panels. You can now choose the first choice in dialog with [return], the second choice with [space] or to close the dialog box with [backspace]
Graphic Improvement:
- Better texture and shader on the dice.
- New Shortcut Submit2 [space]
- New Shortcut Back [backspace]
- The introduction can be skipped with [return]
- Panels and Dialog windows controlled with keyboard.
- Broken texture on mini map showing the online levels.
- Game crash when opening a dialog box and a monster is trying to attack at the same time.
- New settings not registering inside the RPG mode.
- Hide RollDice not working well on Campaign and Rogue mode. Dice staying on random rotations.
[ 2018-07-25 02:09:21 CET ] [ Original post ]
Version 1.25 Release Notes Saturday, September 09th, 2017 Hi everyone! Our hosting services went down so we had to transfer our Database to a new location. Be sure to update your game in order to create new accounts or access the online maps. Network Fix: New server available, holding the last map and users database. Fixed bug: - Fixed Puzzle level 29: was impossible to finish due to some changes in the heroes' statistics. Life raised a bit (+0.5 life/level rounded up). - Fixed a crash bug on Roguelike, when the save was corrupted. Thanks all for your continued interest, happy gaming and thanks for your support!
[ 2017-09-10 08:45:53 CET ] [ Original post ]
Version 1.25 Release Notes Saturday, September 09th, 2017 Hi everyone! Our hosting services went down so we had to transfer our Database to a new location. Be sure to update your game in order to create new accounts or access the online maps. Network Fix: New server available, holding the last map and users database. Fixed bug: - Fixed Puzzle level 29: was impossible to finish due to some changes in the heroes' statistics. Life raised a bit (+0.5 life/level rounded up). - Fixed a crash bug on Roguelike, when the save was corrupted. Thanks all for your continued interest, happy gaming and thanks for your support!
[ 2017-09-10 08:45:53 CET ] [ Original post ]
Version 1.241 Release Notes Sunday, October 04, 2016
Some players were experiencing freeze during the game. Fixed bugs:
- Fixed Exception error at the end of a fight, resulting on game freeze.
- Fixed broken inventory resulting on game crash.
- Fixed some texts not appearing in Shops and Temples (Gold and Piety amount).
[ 2016-09-04 04:23:11 CET ] [ Original post ]
Version 1.241 Release Notes Sunday, October 04, 2016
Some players were experiencing freeze during the game. Fixed bugs:
- Fixed Exception error at the end of a fight, resulting on game freeze.
- Fixed broken inventory resulting on game crash.
- Fixed some texts not appearing in Shops and Temples (Gold and Piety amount).
[ 2016-09-04 04:22:29 CET ] [ Original post ]
Version 1.24 Release Notes Saturday, July 23th, 2016
Hi everyone! First, we just finished our last game Miaou Moon! You can vote for GREENLIGHT here (there's a demo available!) Time to get back on Paper Dungeons to solve all last bugs known and get a stable game. The main hindering bugs concerned the game saves. We also added the improvements to the UI that you asked for. UI improvements:
- The character panel now stays visible when you open your Inventory or enter a Shop.
- Added an [Abandon] button to the Rogue mode.
- Added a confirmation menu when you try to [Restart] a map or [Abandon] Rogue mode.
- Added the name of the map to the [Continue] button in all game modes.
- Fixed Rogue saves that wouldn't load properly sometimes (player on flame bug).
- Fixed online campaign maps not loading. You can now download, create or upload your own campaigns online.
- Fixed active power state that didn't save with the checkpoints (Active spells, Class powers, Dice powers).
- Fixed conflicts between Offline modes saves and Online modes saves.
- Fixed item inventory swap that was possible on the wrong slot.
- Fixed Detecting Eye item that broke current effects or player statistics.
- Fixed Online maps textures that didn't load properly.
- Fixed various minor fixes.
[ 2016-07-23 16:45:05 CET ] [ Original post ]
Version 1.24 Release Notes Saturday, July 23th, 2016
Hi everyone! First, we just finished our last game Miaou Moon! You can vote for GREENLIGHT here (there's a demo available!) Time to get back on Paper Dungeons to solve all last bugs known and get a stable game. The main hindering bugs concerned the game saves. We also added the improvements to the UI that you asked for. UI improvements:
- The character panel now stays visible when you open your Inventory or enter a Shop.
- Added an [Abandon] button to the Rogue mode.
- Added a confirmation menu when you try to [Restart] a map or [Abandon] Rogue mode.
- Added the name of the map to the [Continue] button in all game modes.
- Fixed Rogue saves that wouldn't load properly sometimes (player on flame bug).
- Fixed online campaign maps not loading. You can now download, create or upload your own campaigns online.
- Fixed active power state that didn't save with the checkpoints (Active spells, Class powers, Dice powers).
- Fixed conflicts between Offline modes saves and Online modes saves.
- Fixed item inventory swap that was possible on the wrong slot.
- Fixed Detecting Eye item that broke current effects or player statistics.
- Fixed Online maps textures that didn't load properly.
- Fixed various minor fixes.
[ 2016-07-23 16:45:05 CET ] [ Original post ]
Version 1.23 Release Notes Sunday, June 14h, 2015
Hello everyone! Here we are with some bug fixed and UI improvements. Plus a new feature: use now your unwanted scrolls and potions when fighting a monster. Check it out: New features:
- Throw potions on monsters, usable potions (Acid / Heal / Pure Water / Sickness / Poison / Attack boost / Defense boost).
- Cast scrolls on monsters, usable scrolls (Curse Attack/ Curse Defense / Curse Life / Direct Damages).
- Added a new option to remove the voice over during the win or lose game phases.
- Added the dice set number currently in use over the dice.
- Added your current gold amount over the shop window.
- Added your current piety amount over the temple window.
- Added an Icon in the inventory to use a potion or a scroll against the monster in fight.
- Fixed main Inventory button couldnt be clicked in fight on some resolutions.
- Fixed Achievement Reckless not registering correctly.
- Fixed some texts indicating Adventure levels instead of Boardgame levels in the main page.
- Fixed wrong set number indicated in the dice set bar.
- Fixed Text cut for the first NPC in Boardgame Level 5.
- Fixed incorrect order when flipping monsters info in the codex.
[ 2015-06-14 10:08:53 CET ] [ Original post ]
Version 1.23 Release Notes Sunday, June 14h, 2015
Hello everyone! Here we are with some bug fixed and UI improvements. Plus a new feature: use now your unwanted scrolls and potions when fighting a monster. Check it out: New features:
- Throw potions on monsters, usable potions (Acid / Heal / Pure Water / Sickness / Poison / Attack boost / Defense boost).
- Cast scrolls on monsters, usable scrolls (Curse Attack/ Curse Defense / Curse Life / Direct Damages).
- Added a new option to remove the voice over during the win or lose game phases.
- Added the dice set number currently in use over the dice.
- Added your current gold amount over the shop window.
- Added your current piety amount over the temple window.
- Added an Icon in the inventory to use a potion or a scroll against the monster in fight.
- Fixed main Inventory button couldn’t be clicked in fight on some resolutions.
- Fixed Achievement Reckless not registering correctly.
- Fixed some texts indicating Adventure levels instead of Boardgame levels in the main page.
- Fixed wrong set number indicated in the dice set bar.
- Fixed Text cut for the first NPC in Boardgame Level 5.
- Fixed incorrect order when flipping monsters’ info in the codex.
[ 2015-06-14 10:08:53 CET ] [ Original post ]
Version 1.22 Release Notes Tuesday, April 14h, 2015
Hello everyone! Here we are with 25 Steam Achievements! Also a brand new campaign with a new potion to unlock. We fixed alot of small bugs that were mostly introduced during the last patch, finished with a dash of polish on the UI and optimizations for the new Unity 5 engine Check it out: New features:
- 25 Steam Achievements.
- A new campaign: The Four Idols
- A new potion: Potion of wisdom restoring 100 piety points.
- When your Inventory is full, if you pick a new loot, it will no longer be destroyed but will stay on map.
- Game engine upgraded to Unity 5.
- Added the Achievement page in the Codex, to check your goals and follow your progression towards each achievement.
- Added a Blur effect on the backgrounds when opening a menu in game.
- Modified the Uncurse icon.
- Fixed wrong death menu in Rogue mode.
- Fixed choosing a new class not possible after a death in Rogue mode.
- Fixed NPC not dropping the proper rewards in Puzzle lvl31.
- Fixed Curse not showing on Character portrait when receiving a curse from an NPC.
- Fixed NPC Type 1, that didnt work properly in certain cases.
- Fixed NPC Type 3, whose second choices reward was broken.
- Fixed default zoom level.
- Fixed wrong UI ratio in certain cases.
- Fixed Editor active zone not large enough.
- Fixed Items on the move in Inventory, that stayed highlighted green after being moved to another slot.
- Fixed clicking 2 times to open the Inventory.
- Fixed the Inventory keyboard shortcut I, not working.
[ 2015-04-14 04:07:36 CET ] [ Original post ]
Version 1.22 Release Notes Tuesday, April 14h, 2015
Hello everyone! Here we are with 25 Steam Achievements! Also a brand new campaign with a new potion to unlock. We fixed alot of small bugs that were mostly introduced during the last patch, finished with a dash of polish on the UI and optimizations for the new Unity 5 engine… Check it out: New features:
- 25 Steam Achievements.
- A new campaign: “The Four Idols”
- A new potion: Potion of wisdom restoring 100 piety points.
- When your Inventory is full, if you pick a new loot, it will no longer be destroyed but will stay on map.
- Game engine upgraded to Unity 5.
- Added the Achievement page in the Codex, to check your goals and follow your progression towards each achievement.
- Added a Blur effect on the backgrounds when opening a menu in game.
- Modified the Uncurse icon.
- Fixed wrong death menu in Rogue mode.
- Fixed choosing a new class not possible after a death in Rogue mode.
- Fixed NPC not dropping the proper rewards in Puzzle lvl31.
- Fixed Curse not showing on Character portrait when receiving a curse from an NPC.
- Fixed NPC Type 1, that didn’t work properly in certain cases.
- Fixed NPC Type 3, whose second choice’s reward was broken.
- Fixed default zoom level.
- Fixed wrong UI ratio in certain cases.
- Fixed Editor active zone not large enough.
- Fixed Items on the move in Inventory, that stayed highlighted green after being moved to another slot.
- Fixed clicking 2 times to open the Inventory.
- Fixed the Inventory keyboard shortcut “I”, not working.
[ 2015-04-14 04:07:36 CET ] [ Original post ]
Hello, As of March 2014, its been 1 year since Paper Dungeons has been on early access. It is longer than we planned, as we hoped to get all the promised features done by now. During this time, we improved all game modes greatly, brought many new contents and the single player modes are very solid now. We also introduced many great features to improve the DIY (Do It Yourself) aspect of Paper Dungeons. Although we still missed the multiplayer game modes, and in order to earn enough resources to keep developing our game, we released Paper Dungeons on mobile last month. Unfortunately the game didnt take off on mobile and sold very poorly. Ive worked very hard these past 2 months to get the first multiplayer mode out on PC, but its taking too much time with only me as developer. I estimated that we need at least 4 to 6 more months to get the 3 multiplayer modes done. Faced with this harsh reality (no income during 6 months), we have to admit that we cannot continue adding new game modes. Instead, we need to focus on finishing the game completely with the current features for a final release. I understand that many will flame out this post and you have every right to do so. Paper Dungeons is our very first game and we handled poorly this early access opportunity. This is the last time that I release a game without all major features already implemented. This long development has also cost us our game momentum: many players who enjoyed the game from the beginning have already finished the main game modes and will surely not come back, even if we finish to implement new features. With this reduced player base, the multiplayer modes have already lost their main interest. We plan to get Paper Dungeons out of early access within 2 weeks, with a reduced price of 10 USD to reflect the missing features. And I will dedicate my remaining development time on Paper Dungeons to eradicate the last bugs, implement achievements and bring you a brand new Campaign. The next built of the game will also run with the new Unity 5 engine for better performances. We want to thank all players and their feedbacks, suggestions, encouragements! Thanks to you, we were able to produce a much better game. Again I am so sorry that I cannot deliver all the features I envisioned for this game. Do not worry: beside that, we still fully support Paper Dungeons and will continue to patch it every time its needed.
[ 2015-04-02 01:12:07 CET ] [ Original post ]
Hello, As of March 2014, it’s been 1 year since Paper Dungeons has been on early access. It is longer than we planned, as we hoped to get all the promised features done by now. During this time, we improved all game modes greatly, brought many new contents and the single player modes are very solid now. We also introduced many great features to improve the DIY (Do It Yourself) aspect of Paper Dungeons. Although we still missed the multiplayer game modes, and in order to earn enough resources to keep developing our game, we released Paper Dungeons on mobile last month. Unfortunately the game didn’t take off on mobile and sold very poorly. I’ve worked very hard these past 2 months to get the first multiplayer mode out on PC, but it’s taking too much time with only me as developer. I estimated that we need at least 4 to 6 more months to get the 3 multiplayer modes done. Faced with this harsh reality (no income during 6 months), we have to admit that we cannot continue adding new game modes. Instead, we need to focus on finishing the game completely with the current features for a final release. I understand that many will flame out this post and you have every right to do so. Paper Dungeons is our very first game and we handled poorly this early access opportunity. This is the last time that I release a game without all major features already implemented. This long development has also cost us our game momentum: many players who enjoyed the game from the beginning have already finished the main game modes and will surely not come back, even if we finish to implement new features. With this reduced player base, the multiplayer modes have already lost their main interest. We plan to get Paper Dungeons out of early access within 2 weeks, with a reduced price of 10 USD to reflect the missing features. And I will dedicate my remaining development time on Paper Dungeons to eradicate the last bugs, implement achievements and bring you a brand new Campaign. The next built of the game will also run with the new Unity 5 engine for better performances. We want to thank all players and their feedbacks, suggestions, encouragements! Thanks to you, we were able to produce a much better game. Again I am so sorry that I cannot deliver all the features I envisioned for this game. Do not worry: beside that, we still fully support Paper Dungeons and will continue to patch it every time it’s needed.
[ 2015-04-02 01:12:07 CET ] [ Original post ]
Version 1.21 Release Notes Wednesday, February 25th, 2015
Hi everyone! As you probably noticed, we recently ported Paper Dungeons on mobiles (available for Android at the moment). The game gained some improvements that benefit the Desktop edition too, so here's the according patch: - Game balance has been more precisely adjusted. - All game sprites got a HD makeover, which adds 2 zoom levels to get closer to the action. - Many parts of the game were optimized and run faster - We launched a 64bit version available on Steam. And finally we're introducing a Cloud save, which allows you to upload your saved game on our server and load it back on any device or game version! Game balance:
- Monsters are slightly tougher in all modes, except Puzzle.
- Modified the round calculation of bonus/malus so they kick in right away. As a result, dice and basic weapons are more meaningful at the start of the game.
- Classic difficulty (all game modes, except Puzzle): Added a -10% malus on level 1 and 2 monsters, for an easier start.
- Classic difficulty (all game modes, except Puzzle): Removed the Bonus type benefited from monsters sharing the same type of the boss.
- Reduced cost of Identify and Uncurse.
- Added HD sprites.
- Added 2 more levels of zoom.
- You can now save your profile on our Cloud.
- You can now load your profile back from our Cloud to any device or game version.
- New game camera adapts the game ratio independently of your resolution.
- Reduced the loading time on Restart game and Load point.
- Reduced the memory footprint of the game in general.
- Added a 64 bit version for MAC & PC.
- Click on your profile name to bring out the Cloud menu.
- Added confirmation menu when you try to reset your profile.
- Items are no longer distorted when they are moved in the Inventory.
- Added color for items moved in the inventory.
- Fixed error on Identify or Uncurse without any item selected.
- Fixed various game optimizations.
- Fixed various minor fixes.
[ 2015-02-25 13:18:03 CET ] [ Original post ]
Version 1.21 Release Notes Wednesday, February 25th, 2015
Hi everyone! As you probably noticed, we recently ported Paper Dungeons on mobiles (available for Android at the moment). The game gained some improvements that benefit the Desktop edition too, so here's the according patch: - Game balance has been more precisely adjusted. - All game sprites got a HD makeover, which adds 2 zoom levels to get closer to the action. - Many parts of the game were optimized and run faster - We launched a 64bit version available on Steam. And finally we're introducing a Cloud save, which allows you to upload your saved game on our server and load it back on any device or game version! Game balance:
- Monsters are slightly tougher in all modes, except Puzzle.
- Modified the round calculation of bonus/malus so they kick in right away. As a result, dice and basic weapons are more meaningful at the start of the game.
- Classic difficulty (all game modes, except Puzzle): Added a -10% malus on level 1 and 2 monsters, for an easier start.
- Classic difficulty (all game modes, except Puzzle): Removed the Bonus type benefited from monsters sharing the same type of the boss.
- Reduced cost of Identify and Uncurse.
- Added HD sprites.
- Added 2 more levels of zoom.
- You can now save your profile on our Cloud.
- You can now load your profile back from our Cloud to any device or game version.
- New game camera adapts the game ratio independently of your resolution.
- Reduced the loading time on Restart game and Load point.
- Reduced the memory footprint of the game in general.
- Added a 64 bit version for MAC & PC.
- Click on your profile name to bring out the Cloud menu.
- Added confirmation menu when you try to reset your profile.
- Items are no longer distorted when they are moved in the Inventory.
- Added color for items moved in the inventory.
- Fixed error on Identify or Uncurse without any item selected.
- Fixed various game optimizations.
- Fixed various minor fixes.
[ 2015-02-25 13:18:03 CET ] [ Original post ]
Version 1.20 Release Notes Sunday, January 18th, 2015
Hello everyone! This patch, we focused on revamping the Boardgame mode, allowing you to keep your loot and personalize your characters. Yes! In addition to the dice you unlocked, you can now also keep all your equipment as you progress in the game. Each character class now benefits from a permanent inventory! To match these big structural changes, the game balance has been tweaked with a reduced drop rate and a slightly raised difficulty. Our latest storytelling feature has also been improved with 2 new types of NPC. All NPCs now have more options and the possibility to change their look independently. Check it out: Boardgame overhaul:
- Each class now keeps its own permanent inventory (pieces of equipment, potions and scrolls) as you progress in the game.
- You can now rename each class and gender independently from the account name.
- Item drop rate has been halved by 2.
- The built in statistic boost for high rank monsters has been slightly raised.
- Void mode difficulty has been raised.
- All tier pieces of equipment must now be unlocked independently.
- The Loot table only contains Common items at the beginning of the game.
- Reaching Boardgame modes second zone (Tropical zone, Dungeon 31+) unlocks the Uncommon loot table.
- Reaching Boardgame modes third zone (Desert tone, Dungeon 62+) unlocks the Rare loot table.
- In Void difficulty, you start anew with an empty Character inventory.
- In Void difficulty, pieces of equipment that you unlocked in Classic difficulty must be unlocked again.
- When you unlock a piece of equipment, this specific item will be available in all Shops from Boardgame, Rogue and Campaign modes.
- New Items found via Map Editor, User Campaigns or Online mode will not be considered as unlocked.
- Cursed items cannot drop your stats under zero.
- NPC Type 4: The Idol. Provides items in exchange of Piety points.
- NPC Type 5: The Werewolf. Can turn aggressive and transform into an active monster. - In Boardgame and Puzzle modes, the level and the type of the monster automatically adapts to your current zone. - In Campaign mode, the monster can be chosen between levels 1 to 100, and picked amongst the monsters of any zone. - If the level of an aggressive NPC Type 5 is equal or higher than the dungeons Boss, it will become a Boss.
- New trap: the Fire trap. This trap is invisible and creates a permanent Firewall when walked over.
- The 5 NPC types can now assume all looks (classes, monsters and NPCs).
- The 5 NPC types now have 2 lines of dialog and can give items.
- The 5 NPC types can now directly give a negative effect (Curse, Disease, Poison, etc).
- New dialog NPC: The Captain.
- 2nd Campaign: Captain Faranor now shows a correct NPC look during dialogs.
- 2nd Campaign, 1st dungeon: Introduced a Captain NPC on the map.
- New Monster Type: Berserk. Its a NPC type 5 that has turned into a monster. The Berserk is quite powerful, with basic statistics equivalent to a Dragon.
- Players Dice are now displayed in the bottom left corner of the screen, as a reminder of the set currently in use. You can interact with them: hover the mouse on them, they roll. Click on them to pick a new set.
- If you dont want to see them anymore, choose Hide Dice Roll in the settings.
- Dice cast a shadow when rolling or staying in the board corner.
- Main page: Your current selected character now displays a name. This name can be edited: click on it, type, and validate with Return.
- Map Editor: Added the 2 new NPCs and new item Fire trap in the Draw item menu.
- Map Editor: To change the NPC look, place the NPC sprite on the board. Once the input panel opens, click on the NPC portrait to select a new look. This change will automatically modify the NPC sprite on the board.
[ 2015-01-18 11:10:16 CET ] [ Original post ]
Version 1.20 Release Notes Sunday, January 18th, 2015
Hello everyone! This patch, we focused on revamping the Boardgame mode, allowing you to keep your loot and personalize your characters. Yes! In addition to the dice you unlocked, you can now also keep all your equipment as you progress in the game. Each character class now benefits from a permanent inventory! To match these big structural changes, the game balance has been tweaked with a reduced drop rate and a slightly raised difficulty. Our latest storytelling feature has also been improved with 2 new types of NPC. All NPCs now have more options and the possibility to change their look independently. Check it out: Boardgame overhaul:
- Each class now keeps its own permanent inventory (pieces of equipment, potions and scrolls) as you progress in the game.
- You can now rename each class and gender independently from the account name.
- Item drop rate has been halved by 2.
- The built in statistic boost for high rank monsters has been slightly raised.
- Void mode difficulty has been raised.
- All tier pieces of equipment must now be unlocked independently.
- The Loot table only contains Common items at the beginning of the game.
- Reaching Boardgame mode’s second zone (Tropical zone, Dungeon 31+) unlocks the Uncommon loot table.
- Reaching Boardgame mode’s third zone (Desert tone, Dungeon 62+) unlocks the Rare loot table.
- In Void difficulty, you start anew with an empty Character inventory.
- In Void difficulty, pieces of equipment that you unlocked in Classic difficulty must be unlocked again.
- When you unlock a piece of equipment, this specific item will be available in all Shops from Boardgame, Rogue and Campaign modes.
- New Items found via Map Editor, User Campaigns or Online mode will not be considered as unlocked.
- Cursed items cannot drop your stats under zero.
- NPC Type 4: The Idol. Provides items in exchange of Piety points.
- NPC Type 5: The Werewolf. Can turn aggressive and transform into an active monster. - In Boardgame and Puzzle modes, the level and the type of the monster automatically adapts to your current zone. - In Campaign mode, the monster can be chosen between levels 1 to 100, and picked amongst the monsters of any zone. - If the level of an aggressive NPC Type 5 is equal or higher than the dungeon’s Boss, it will become a Boss.
- New trap: the Fire trap. This trap is invisible and creates a permanent Firewall when walked over.
- The 5 NPC types can now assume all looks (classes, monsters and NPCs).
- The 5 NPC types now have 2 lines of dialog and can give items.
- The 5 NPC types can now directly give a negative effect (Curse, Disease, Poison, etc).
- New dialog NPC: The Captain.
- 2nd Campaign: Captain Faranor now shows a correct NPC look during dialogs.
- 2nd Campaign, 1st dungeon: Introduced a Captain NPC on the map.
- New Monster Type: Berserk. It’s a NPC type 5 that has turned into a monster. The Berserk is quite powerful, with basic statistics equivalent to a Dragon.
- Player’s Dice are now displayed in the bottom left corner of the screen, as a reminder of the set currently in use. You can interact with them: hover the mouse on them, they roll. Click on them to pick a new set.
- If you don’t want to see them anymore, choose “Hide Dice Roll” in the settings.
- Dice cast a shadow when rolling or staying in the board corner.
- Main page: Your current selected character now displays a name. This name can be edited: click on it, type, and validate with “Return”.
- Map Editor: Added the 2 new NPCs and new item Fire trap in the “Draw item” menu.
- Map Editor: To change the NPC look, place the NPC sprite on the board. Once the input panel opens, click on the NPC portrait to select a new look. This change will automatically modify the NPC sprite on the board.
[ 2015-01-18 11:10:16 CET ] [ Original post ]
Version 1.19 Release Notes Wednesday, January 7th, 2015
Happy New Year 2015! As usual, this is one big patch filled with new features that are storytelling oriented. To satisfy all those who longed for a real Adventure mode, we are happy to present a new promising game mode: Campaign! We noticed the name Adventure used for the main game mode mislead many players looking for a classic role-playing game with constant leveling. So we decided to simply rename it Boardgame, which reflects more accurately its gameplay. The Boardgame mode now benefits from a storyline with dialogs between the key dungeons levels. The Editor mode also gets an upgrade, with the ability to integrate Non player Characters (NPCs). Demons and dragons are now available as regular monsters. An extensive Codex with game data is now accessible. And a long promised UI Improvement, where all keyboard shortcuts are now rebindables. New game mode: CAMPAIGN This new mode allows you to play a fully-fledged adventure with up to 10 dungeons linked together by an introduction, dialogs between dungeons and a conclusion.
- Your hero doesn't reset and keeps his inventory between dungeons.
- Two official campaigns are already accessible. Each of them unlocks a new type of potion.
- In Campaign mode, the players leveling system is two times slower than in the Boardgame or Puzzle modes.
- Introduced a comprehensive Campaign editor to create your own campaign: - First you need to create up to ten dungeons in the regular Editor mode. - In the Campaign Editor, place your dungeons, write a story and insert transitions.
- Users campaigns can be published online and be accessible to all Paper Dungeons players.
- Implemented an easy multi-line input method to write your own story and dialogs.
- NPC Type 1: The Faerie. Provides information, game items and identified loots.
- NPC Type 2: The Reaper. Provides information, game items and unidentified loots.
- NPC Type 3: Grandpa. Provides information, grants access for money.
- 2 new potions will be available on the loot table after completing the 2 official campaigns.
- Codex: Game encyclopedia listing all monsters by zone and type, monsters dice, players dice, pieces of equipment, scrolls, potions, benedictions and classes.
- Boardgame, Campaign and Rogue modes: monsters that share the same type as the Dungeon boss get a little benefit from its Crown power (+10% to their statistics). This should bring more parity on which enemy is the toughest in the various dungeons.
- All game modes: Demon and Dragon bosses now overflow a single tile instead of occupying 4 tiles. This change allows them to be randomly placed and to chase the player on sight.
- Editor: Added 3 NPCs, Demons and Dragons. Any level where a Demon or a Dragon is the higher level monster will be treated as a Boss level, where monsters are always on alert.
- All keyboard shortcuts are now rebindable on the launch window.
- Main game mode Adventure renamed as Boardgame.
- Boardgame mode: Story dialog locations added on the map.
- Renamed some monsters type: Feral replaces Basic, Draconic replaces Dragon, Demonic replaced Demon.
- Editor: The signs now have a multi-line input with cursor.
- Boardgame mode: Help screens at the start of certain dungeons will appear until you have complete this dungeon.
- Puzzle mode: Fixed players moving erratically when using the keyboard arrows to walk on an item.
- Puzzle mode: Fixed player instantly moving when clicking on a wall or a closed door.
- Rogue mode: Fixed game crashing when using the Detecting Eye item.
- Boardgame, Campaign and Rogue modes: Fixed archer and mage that sometimes received damages when attacking a monster from a distance.
- Boardgame, Campaign and Rogue modes: Fixed the wrong statistics on Crude sword Tier 2, 3 and 4.
- Puzzle mode: Fixed the last Dungeon (31) that couldnt be completed by an archer. Added an NPC Reaper who gives an Attack increase or a Defense increase item.
[ 2015-01-07 14:14:17 CET ] [ Original post ]
Version 1.19 Release Notes Wednesday, January 7th, 2015
Happy New Year 2015! As usual, this is one big patch filled with new features that are storytelling oriented. To satisfy all those who longed for a real Adventure mode, we are happy to present a new promising game mode: Campaign! We noticed the name “Adventure” used for the main game mode mislead many players looking for a classic role-playing game with constant leveling. So we decided to simply rename it “Boardgame”, which reflects more accurately its gameplay. The Boardgame mode now benefits from a storyline with dialogs between the key dungeons levels. The Editor mode also gets an upgrade, with the ability to integrate Non player Characters (NPCs). Demons and dragons are now available as regular monsters. An extensive Codex with game data is now accessible. And a long promised UI Improvement, where all keyboard shortcuts are now rebindables. New game mode: CAMPAIGN This new mode allows you to play a fully-fledged adventure with up to 10 dungeons linked together by an introduction, dialogs between dungeons and a conclusion.
- Your hero doesn't reset and keeps his inventory between dungeons.
- Two official campaigns are already accessible. Each of them unlocks a new type of potion.
- In Campaign mode, the player’s leveling system is two times slower than in the Boardgame or Puzzle modes.
- Introduced a comprehensive Campaign editor to create your own campaign: - First you need to create up to ten dungeons in the regular Editor mode. - In the Campaign Editor, place your dungeons, write a story and insert transitions.
- User’s campaigns can be published online and be accessible to all Paper Dungeons’ players.
- Implemented an easy multi-line input method to write your own story and dialogs.
- NPC Type 1: The Faerie. Provides information, game items and identified loots.
- NPC Type 2: The Reaper. Provides information, game items and unidentified loots.
- NPC Type 3: Grandpa. Provides information, grants access for money.
- 2 new potions will be available on the loot table after completing the 2 official campaigns.
- Codex: Game encyclopedia listing all monsters by zone and type, monsters’ dice, player’s dice, pieces of equipment, scrolls, potions, benedictions and classes.
- Boardgame, Campaign and Rogue modes: monsters that share the same type as the Dungeon boss get a little benefit from its Crown power (+10% to their statistics). This should bring more parity on which enemy is the toughest in the various dungeons.
- All game modes: Demon and Dragon bosses now overflow a single tile instead of occupying 4 tiles. This change allows them to be randomly placed and to chase the player on sight.
- Editor: Added 3 NPCs, Demons and Dragons. Any level where a Demon or a Dragon is the higher level monster will be treated as a Boss level, where monsters are always on alert.
- All keyboard shortcuts are now rebindable on the launch window.
- Main game mode “Adventure” renamed as “Boardgame”.
- Boardgame mode: Story dialog locations added on the map.
- Renamed some monsters type: “Feral” replaces “Basic”, “Draconic” replaces “Dragon”, “Demonic” replaced “Demon”.
- Editor: The signs now have a multi-line input with cursor.
- Boardgame mode: Help screens at the start of certain dungeons will appear until you have complete this dungeon.
- Puzzle mode: Fixed players moving erratically when using the keyboard arrows to walk on an item.
- Puzzle mode: Fixed player instantly moving when clicking on a wall or a closed door.
- Rogue mode: Fixed game crashing when using the Detecting Eye item.
- Boardgame, Campaign and Rogue modes: Fixed archer and mage that sometimes received damages when attacking a monster from a distance.
- Boardgame, Campaign and Rogue modes: Fixed the wrong statistics on Crude sword Tier 2, 3 and 4.
- Puzzle mode: Fixed the last Dungeon (31) that couldn’t be completed by an archer. Added an NPC Reaper who gives an Attack increase or a Defense increase item.
[ 2015-01-07 14:14:17 CET ] [ Original post ]
Version 1.18 Release Notes Tuesday, November 25, 2014
This patch shows a bunch of cosmetic changes (pretty menu stickers! Icons!) and many new user friendly features (identify/uncurse items in Shops/Temples! Save and quit in Adventure/Puzzle mode! etc). We focused on a more comprehensive game interface, smoother in game movements to improve your gaming experience. Lookie here! Gameplay:
- The player’s sprite now follows the selected path instead of teleporting to its destination.
- Added a walking animation on the player’s sprite.
- Added new camera option that stays centered on the player’s sprite.
- Camera movements are now smoother.
- All game modes now benefit of a “save & quit” option, allowing to save, exit the game and come back later to finish a specific level.
- Adventure & Rogue modes: When an Escape power is used in combat the monster now stays damaged, so you can now escape a difficult situation and come back later finish the monster.
- Adventure & Rogue modes: The inventory is now available in fight.
- Adventure & Rogue modes: Only pieces of equipment that are usable by your class are now dropping.
- Adventure & Rogue modes: You can now identify your items at the shop for a reduced price of 30 Gold.
- Adventure & Rogue modes: You can now un-curse your items at the temple for a reduced price of 60 Piety points.
- All modes: Spells requiring a target (Dispel or Ice blast) can now be cancelled, by clicking again on the spell’s icon or its shortcut. Doing so will recover your mana loss.
- Adventure & Rogue modes: Powers requiring a target can now be cancelled by clicking again on the power’s icon or its shortcut.
- Rogue mode: After killing the boss or the last monster on the map, the next level won’t load automatically anymore: instead, a special teleporter will appear, which allows you to jump to the next level only once you decide.
- Demo version: Rogue mode is now available for testing, up to the first boss.
- All active buttons have now a bump and color animation on the fly.
- Replaced the various game modes buttons (Adventure, Rogue, Online…) by more explicit stickers.
- Added a pictogram to all menu buttons (Save, Load, Exit…).
- Added a “Continue” button on Puzzle and Adventure map, when a level in progress save is available.
- Main Option menu: Added a new button to change the camera type (centered or not)
- Added animations when receiving a reward or completing a game mode.
- Added a little bag icon on the inventory window.
- Modified the question mark icon on scrolls and potions.
- Modified the cursed mark icon on cursed items detail.
- Modified the thief class selection icon on the main menu.
- Adventure & Rogue modes: Added an “Identify” button in the Shop window and an “Uncurse” button in the Temple window.
- Rogue mode: Fixed game crash after killing the red dragon, level 80+.
- Rogue mode: Fixed wrong calculation on thief’s poison after level 30+.
- Fixed Crude Dagger, Crude Staff, Crude Mace and Crude Bow that gave negative bonuses.
- Fixed Vanish state no longer present when reloading the level.
- Fixed player sometimes still in fight after using an Escape power.
- Fixed can’t buy in shop anymore when entering and buying an item in a shop a second time.
- Fixed some typos in dice explanations and intro movie.
[ 2014-11-25 16:27:31 CET ] [ Original post ]
Version 1.17 Release Notes Friday, October 31, 2014
Here we are again! This new patch introduces many deep changes and is all about the game balance. Notably, the 5 classes are now much more distinct from each other and the gap between the different zones has been reduced for a more linear progression. The Rogue mode progression has also been completely rethought for a more comprehensive and realist goal. Game balance:
- Defense for both Classes and Monsters has been significantly raised up.
- Each class has its own leveling system, plus distinct bonuses when leveling on Adventure and Rogue modes.
- Warrior: High defense | Medium damages | Medium life | Low mana
- Archer: High defense | Low damages | Medium life | Medium mana
- Priest: Medium defense | Medium damages | Very high life | High mana
- Mage: Medium defense | Medium damages | Low life | Very high mana
- Thief: Medium defense | High damages | Medium life | Medium mana
- The increase of spell casting costs between each zone has been greatly reduced. For example, upon entering Zone IV, a Warrior can now cast 2 Ice Blasts and a Mage up to 5.
- Ice Blast damages have been slightly reduced.
- Magical monsters have now 50% damage resistance against Ice Blast and Fire Blast spells, so they are more distinct from other monsters (and give a wider array of tactic choices depending on monster types).
- Vampiric monsters’ Drain damages have been reduced by 20%.
- Void difficult mode: monsters’ rank bonuses on statistics have been reduced to match the Classic difficulty mode.
- Rogue mode is now subdivided into 5 difficulty zones: 4 classic zones (Temperate, Jungle, Desert and Volcanic) plus a special Demonic zone with its own tile set.
- Once your character is level 20, the next dungeon will be a Dragon Nest. Defeating the Elder dragon will lead you to a higher difficulty zone. Your goal is to reach level 100 and vanquish the Demon Lord to complete the Rogue mode.
- Zone 4 (Volcanic) includes Dragons as normal monsters.
- Zone 5 (Demonic) includes Dragons and Demons as normal monsters. Each monster is equipped with epic dice sets.
- The Hall of Fame and rewards now reflect this new Rogue mode progression.
- You can now click on your character to pass a turn, which is useful to let monsters go back to sleep state or to let an activated monster move towards you (ex. Mage class can now wait on the same tile until the mob enters blasting range).
- Adventure & Rogue modes: while playing in a dungeon, it is now possible to open the dice selection page, choose 2 new dice sets and resume your game.
- Added tool tips (details of your future statistics) on the Level up bonus selection.
- Added a button to reset scores in the Hall of Fame.
- Added Fly over buttons with tool tips on the Level up bonus selection.
- Added an animated button with fireworks on "Game Completed" message.
- Added an erase score button into the Hall of fame.
- Fixed player game icon not moving properly when receiving damages.
- Fixed player game icon of the wrong gender that showed when reloading a level.
- Can no more select an item in inventory when another one is currently in use.
- Fixed loot erased when the player was moving past this loot.
- Fixed gold amount not refreshed when grabbing multiple chests.
- Fixed class change on next Rogue level.
- Fixed damages details not updating when attacking a monster at distance.
- Fixed damage details still showing when [No fight details] option was activated in the option menu.
- Fixed damage modifications miscalculations after a dice roll.
- Fixed some menus (Shop, Temple...) that wouldn’t close in Rogue mode after the latest patch (1.16).
- Fixed Wizard eyes uncovered zones that still showed when going in the next Rogue dungeon.
- Fixed Crude staff equipment not working properly.
- Fixed some Rare dice sets (16, 31, 40, 49, 58 and 67) where the Damage die would display inverted sides.
- Fixed Mana and Life bonuses miscalculations on some equipment.
- Fixed game crash when testing an editor level that was created without any monsters inside.
[ 2014-10-31 03:17:14 CET ] [ Original post ]
Version 1.16 Release Notes Sunday, October 19, 2014
Our newest big patch is finally out! So sorry for the unplanned delay, it took us longer than expected to tweak everything right. Anyhow, as per Halloween's custom, we come bearing treats! Here goes (Ta-daa~! Hope you're as excited as we are ^^ ) : New features:
- Added a paper doll inventory management, now available under your Character sheet: click on the Inventory button (shortcut "I") to slide it open.
- Added 50 new pieces of equipment, common, uncommon and rare! Some of them give new abilities, change your attack range or even your damage type... All these equipments have an upgraded version available in the higher game zones.
- Some pieces of equipment can be activated to cast a spell (Left click on their mini icon to cast the spell). To recast the spell, you need to recharge the item by killing 3 monsters.
- Some scrolls give a curse that will lower one of your base statistic (Attack/Defense/Life/Mana). To remove it, you need to visit a temple and buy a Cleansing benediction (40 Piety).
- Rogue mode: An automated name generator is now available at the start of this mode.
- Reduced the amount of XP required to reach level 2 and level 3 for an easier start.
- For each monster killed, the amount of Gold and Piety is now reduced to 5 (don't forget that "Steal" and "Faith" dice Effects enable you to earn more Gold and Piety).
- Each killed monster gives a 20% chance to get an unidentified loot. You can identify it by spending 50 gold.
- A potion or scroll that has already been identified once will remain identified if you loot it again in the current level.
- Once you have identified a new piece of equipment, it will be displayed as unlocked in every shop.
- Each piece of equipment looted has 30% chance to be cursed with a negative status. You can uncurse a piece of equipment by spending 100 piety points.
- Any loot (potion, scroll, equipment) can be sold in shops, at 25% of its price.
- If you kill a monster higher than your level, chances of drop are doubled with a higher chance to win a rare item.
- There is now a chance to encounter some monsters equipped with Epic dice. These dangerous monsters always drop a loot once killed.
- Higher rank monsters now have a greater statistic boost and even greater on Void difficulty mode (we recommend adapting your dice sets and equipment to increase your chances of survival).
- On the main menu page, the gender selection icons have been replaced by a mini portrait (emoticon) of the different characters.
- Character sheet: if cursed, a new mini status icon will be displayed, with tooltips on the fly.
- Added animation on your character when receiving damage.
- Adventure mode: it is now possible to continue and choose level 32 on the map after beating level 31.
- Adventure & Rogue mode: game was stuck in some rare cases, when crossing the path of an awaken monster.
- Adventure & Rogue mode: wrong calculations from some monsters dice effects.
- Rogue mode: Boss didn't show in some Rogue levels.
- Rogue mode: game was stuck when attacking a poisonous Boss, after reaching level 20.
- Rogue mode: game was stuck after using the Archer's Detect Hidden ability.
- Rogue mode: wrong calculations on some statistics after a level up.
- Rogue mode: the uncovered zone revealed by the Wizard's Eye effect would still show uncovered in the next level.
- And many other smaller bugs.
[ 2014-10-19 13:05:59 CET ] [ Original post ]
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).
- 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.
- 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 button in menu: "Show cursor effect" toggles visual effects.
- 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 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.
[ 2014-04-20 16:34:51 CET ] [ Original post ]
v1.14
Phew, that's one big patch for you guys! We listened to your suggestions, watched the reviews on videos, and came up with notable changes that should improve your gaming experience (lower level requirements to unlock game modes and classes, etc...), spice up your game play (70% of the dice sets have been modified and become more specialized to offer more tactical options, etc...) and feel more user's friendly (you can now easily transfer your game progression from one computer to another, etc...). We hope you enjoy! Again, thanks for your feedbacks! Game balance:
- Lowered the level requirements to unlock game modes: Puzzle mode (Adventure 3), Rogue mode (Adventure 4).
- Lowered the level requirements to unlock new classes: Thief (Puzzle 16), Archer (Adventure 16), Priest (Adventure 31), Mage (Adventure 47).
- Modified 70% of the dice sets to be more specialized and offer more strategic choices.
- Dice sets can now be switched in the middle of a fight.
- Some dice powers can now be cast in fight, with an effectiveness reduced to 20%: Regenerate, Power shot, Divine light, Fire blast, Backstab.
- New game option : "Hide dice roll". The dice roll animation is removed, for a faster gameplay.
- New game option : "Click to dismiss the dicebar". The dicebar stays on screen until you click on it, so you can appreciate the end fight result at your own pace.
- Removed the email requirement to register a new account (this field was obsolete).
- Changed the account save system to be on a text file (.txt) instead of in the registry. It is now easier to transfer your game's progression from one computer to another one. See FAQ for details.
- Dice are now classified by rarity on the dice select page.
- The background image on the main menu has been modified to avoid bars showing on screen formats other than 16:9.
- New shortcuts: TAB: Switch dice set. F4: Cast your power spell.
- Added scrollbar on the map screen for a faster scrolling option.
- Added visual indications for the Priest's heal after fight abilities.
- Online Levels mode : "NEW SEARCH" option is now accessible in the game menu.
- Map stuck after completing Adventure mode levels 41 and 51.
- Sound reset on loading Savepoint.
[ 2014-04-07 07:15:27 CET ] [ Original post ]
Paper Dungeons is Now Available on Steam Early Access!
Paper Dungeons is a fantasy board-game mixing tactics and roguelike, boosted by online content. With the ability to create and share online your own levels, you are up for an infinite replay value! The game is visualized as a classic tabletop board game with dice and tokens.
You can destroy walls and auto-heal as you uncover new dungeon tiles, with 3 different and original gameplays: ADVENTURE, PUZZLE and ROGUE.
The game is already complete and provides many hours of gameplay. We keep improving it with the valuable feedbacks of our early players, adding new features and game adjustements at each release. However we want to push our game concept much further and implement 3 MULTIPLAYER MODES!
[ 2014-03-26 17:25:00 CET ] [ Original post ]
- Paper Dungeons Linux64 [378.57 M]
- Paper Dungeons Linux32 [378.5 M]
Game Modes
Paper Dungeons features 4 SINGLE PLAYER MODES, each with a different gameplay:
- Boardgame mode:
Begin every dungeon as a new board from a long adventure set: each new dungeon, your character resets to level 1 fortunately you keep your inventory. Unexplored parts of the dungeons are hidden by a fog of war. Monsters and items are placed at random, combats based on your statistics and dice rolls. Mitigate the combat’s result with a 2d6 (one for damages and the other for effects). Favor one attribute when you level up. Unlock and collect sets of dice (common/uncommon/rare/epic), but Beware! Monsters use their own too. An awareness system makes the monsters move towards you if you are in their line of sight. Dig up the walls to flee, at the cost of some precious health... - Campaign mode:
This new mode allows you to play a fully-fledged adventure with up to 10 dungeons linked together by an introduction, dialogs between dungeons and a conclusion. Your character doesn't reset and keeps his inventory between dungeons. - Rogue mode:
Your character doesn't reset at each new dungeon and keeps leveling up until you meet your demise. What will remain is your name in the Hall of Fame and more powerful sets of dice that you can use in your next Rogue run. - Puzzle mode:
Hard-core campaign levels with no place for luck. No fog of war: the dungeon's layout (mobs and items) is shown. Monsters are static and won't move towards you. Strategize all your moves to ensure victory.
Also availables:
- A MAP EDITOR, to create your own dungeons and publish them online.
- A CAMPAIGN EDITOR, to tell your own story and post it online.
- ONLINE LEVELS feature, to play user's created content in Adventure or Puzzle modes.
- A CODEX listing all elements of the game.
- An hardcore difficulty THE VOID with alternate color for the monsters.
Features
- Supports high resolution with native 1080p graphics.
- Big adventure of 125 Boardgame levels and 31 Puzzle levels.
- 5 character classes (warrior/archer/priest/mage/thief), male and female, each with a unique gameplay.
- 2 Official campaigns.
- Dozens of different dice sets to improve your character.
- 80+ monster types.
- More than 50 unique pieces of equipement, 30 scrolls and 8 potions.
- 4 different starting zones, each with specific monsters and bosses, 3 sizes of dungeon and special boss stages.
- 5 zoom levels.
- OS: Linux Kernal 3.2 32 & 64 bits
- Processor: Single Core 1.6 GhzMemory: 1024 MB RAM
- Memory: 1024 MB RAM
- Graphics: 512 Mb non integratedNetwork: Broadband Internet connection
- Storage: 500 MB available spaceAdditional Notes: Tested on Ubuntu with nvidia drivers.
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