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Changelog

Next Release

New features: Gameplay

  • Added traps
  • Added new special rooms
  • Added a new enemy: the kobold spearman
  • Added a new wieldable weapon: the spear, which can hit from 2 cells away

Gameplay Bugfixes

  • Show fireball/foo slaying spell animation even when the casting is useless (no monster in sight)
  • Corrected that lighting spell of blue baby dragons was too strong (it was the spell of blue adult dragons)
  • Fixed that monsters could avoid dragon breath by moving while the breath was being animated

UI Changes

  • Health bars of allies now have a blue background, to distinguish them better.

Gameplay changes

  • Each slaying foo runic level contributes 2 additional damage instead of 3.
  • Removed possible rusting of metallic items when swimming

Release 18.04.30

The goal of this release was to better balance the game (making it harder mostly!) and to have more interesting content, monsters-wise and room-wise. I hope you'll enjoy it!

New features: Gameplay

  • Items:
    • Added the Drain Magic spell
    • Added the Many Colors potion
    • Added the Poison Immunity potion
    • Added the Stone Heart potion
    • Made the Great Axe and the Warhammer two-handed
    • Shields offer extra protection against ranged attacks (aka bows, crossbows, etc. (see newly introduced monsters below))
  • Monsters:

    In this release I've added monsters with new abilities as well as ranged attackers. New abilities are all well distinct and ranged weapons have different stats (need to aim or not, reload time) so that all monsters feel unique. In addition, thanks to the addition of locked prisonner rooms (see below), you'll now be able to have allies fighting with you.

    • Added the Bounty Huntress that has a new spell: h
    • Added the Cerberus: C
    • Added the Chaos Dancer that has a special move: ç
    • Added the Chaos Dwarf Handgunner that wields a musket: ẁ
    • Added the Death Mage that has a new spell: @
    • Added the Fairy (a rare ally): f
    • Added the Gargoyle that flyes: ģ
    • Added the Ghoul: ġ
    • Added the Goblin Archer that wields a bow: g, video
    • Replaced the Goblin Leader by the Goblin Mechanic: g
    • Added the Knight (κ) and the Blue Knight (κ) that have a special move: video
    • Added the almighty Lich that has a new spell: L
    • Added the Master of Rats that has a new spell and a new passive ability: @
    • Added the Ogre Artilleryman that wields a canon: Ò
    • Added the Orc Crossbowman that wields a crossbow: ò
    • Added the Pink Archer (rare) that wields a runic long bow: à
    • Added the Poisonous Worm: w, video
    • Added Totems that have new passive abilities: ‡
    • Added the Unicorn (a rare ally): Ú
    Adult dragons can now be spawned in the last two levels, whereas they could previously only appear in the dragon's den level (where they were sleepy). En route to the Dragonslayer achievement if you dare try it!
  • Dungeons:
    • Added statues: screenshot 1, screenshot 2, and screenshot 3.
    • Added new special rooms
    • Added multiple special rooms/quests interacting with statues: quest+statue 1, quest+statue 2.
    • Added poisonous areas: video. This one was on my TODO list almost from the first release :-)
    • Locked rooms can now sometimes be opened with a key which is in the level.
  • Levels are smaller
    • At depth 1, it is now 40x25 instead of 60x30; and complexity (number of rooms and connections) was decreased.
    • At depth 2, it is now 45x25 instead of 60x30; and complexity (number of rooms and connections) was decreased a bit.
    • At depth 3 and more, it is now 50x25 instead of 60x30 (except for the forest levels that were smaller already (40x40)).
    It may not seem like a big change, but it is: it makes levels more than 25% smaller.
  • Monsters can now drink and throw potions.
  • Monsters can now throw bombs.
  • Items may be burned down.

New features: UI

Gameplay Bugfixes

  • Monsters do not forget so easily their target when not in sight (aka "doors aren't so powerful anymore").
  • Corrected that spells of foo slaying were affecting all monsters. Oops.
  • When fiddling with an item (pushing it with a force spell, teleporting it) in a treasure room, the other items now vanish; to nerf Conjurors of Cheap Tricks.
  • Dragons more often use their breath attack.
  • Fixed that you could interact with items (such as drinking a potion) while paralysed.

Gameplay Changes

  • The Quietus spell has been made less powerful: when you kill an enemy with it, you suffer as many damage as the target. The spell won't kill you though: it leaves you at one hit point if the target has more hit points than you. Thanks Lici for discussing this matter.
  • The Raise Skeleton spell has been made less powerful: you can now control at most three skeletons per level of the spell (so three skeletons at level 1, then six, etc.) In addition, killed skeletons (as well as all monsters animated purely by magic) do not leave a corpse anymore, meaning you cannot raise a corpse from the dead twice. Thanks Lici for discussing this matter.
  • Monsters animated purely by magic (gargoyles, golems, skeletons, and totems) are immune to poison, quietus, and vampirism.
  • Changed rings of awareness so that awareness extends to 2 cells * awareness level instead of (sight distance) + (3 cells (awareness level)). It is more akin to brogue's awareness now.
  • The Negation potion now drains spells of monsters instead of removing the spells altogether. This departs from brogue and hereby makes the potion less powerful.
  • Reduced chances of having an altar in a level, from 12% to 7%.
  • Made chaos altar provide a +2 runic boost instead of +3 (recall that the trade-off when activating a chaos altar is that the concerned item becomes cursed).
  • Increased cooldown of dashing and special attack, from 5 turns to 8 turns.

Other Enhancements, Fixes, and Changes

  • When playing on itch.io or schplaf.org, achievements and highscores are now shown and recorded during the current session.
  • The "You've achieved some achievement" panel doesn't block input handling anymore: you can continue playing while it is fadeing out.
  • Support for German has been removed as it didn't receive an update since its introduction and was missing a hell of content.
  • Corrected that flying monsters wouldn't go over deep water.
  • Common actions always receive the same keybinding in menus: apply, drop, describe, equip, unequip. Thanks Lici for suggesting it.
  • Shallow water has been made easier to distinguish from deep water: beforeafter
  • Corrected that walking monsters pushed into deep water wouldn't move anymore.
  • Flying monsters now swoop through chasms either to hunt you down (enemies) or come along (allies).
  • Fixed that waiting with NumPad 5 was waiting two turns on every keystroke. Thanks VedVid for pointing it out and helping me narrow it down.
  • Fixed that item on floor wasn't picked up when swapping position with an ally.

Tiny Bugfixes and Changes

  • Corrected various incorrect colorings when being colorblind (awareness effect, underwater overlay, etc.).
  • Removed usages of "damages" in description of spells.
  • Corrected that description of boost of protection spell was incorrect.
  • Do not crash when window is made absurdly small.
  • Correct that clicking in the "sentences panel" atop the map was handled as going down instead of going up.
  • Correct that dash was triggering when both requesting to pull/push barrels (whereas there were none) and dashing (i.e. pressing Ctrl and Shift at the same time).
  • Changed toughness color from this color to this color, because the initial color was inadequate for the light of totems of toughness.
  • Corrected that damages from breath of blue baby dragons wasn't reduced neither by protection, nor armor, nor toughness.
  • Corrected that durations of spells was off by one (a +n duration spell (paralysis, slowness, etc.) would last n-1 turns).
  • Changed the ogre and orc shamans to dark blue (like the kobold wizard) for consistency. For consistency, changed the ogre shaman symbol's to Ò and the orc shaman's symbol to ò.
  • Colors in the status panel (the bottom panel) are better managed, in particular contrast of text of effect (whose background is a duration bar or a health bar) has been increased.
  • When poisoned and poison will kill you, health bar is decorated with poisoned to death.
  • Tombs and benchs are now destroyed by dynamite bombs.
  • The goblin queen and the goblin king deal more damage.
  • A confirmation dialog opens when doing a negative thing at an ally (throwing a bomb for example) or doing a positive thing to an enemy (healing it for example).
  • Firebolt, slaying spells, and dragon breath do not lock the game anymore when happening not in sight. As a result, the game is smoother when an ally dragon is battling (throwing firebolts, breathing, etc.) enemies but you can't see it.
  • Game menus with scrollbars now have a border (previously they were not mixing well, but it is fixed now), to look better.
  • Corrected that animation of barrel explosion was shown even if not in sight.
  • Corrected that animation of the sword's special attack was happening on the attacker's cell, whereas it was expected to happen on the attacked monster's cell.
  • When having a spell more than once with different levels, the levels are shown in the inventory: disambiguation.
  • Made game smoother when picking up an item in a choice treasure room (disappearing animation runs concurrently with the player's move).
  • Made locked doors more visible in "mud" and "forest" levels.
  • Show a "cooldown finished" animation when boosting a spell that was cooldowning.

Release 17.06.22

New features: Gameplay

  • Added spells. There are 16 different spells:
    • Dragon Breath: An area of effect spell in the shape of a dragon's breath
    • Dragon Slaying: A projectile that affects only dragons, but which is particularly deadly for them
    • Firebolt: A magic missile
    • Force: A spell that pushes back an opponent, an item, a barrel, etc.
    • Health: A spell to heal yourself or another living foe
    • Lightning: A beam spell that hits every enemy on its path
    • Paralysis: A beam spell that paralyses its target
    • Poison: A beam spell that poisons its target
    • Protection: A spell that surrounds its target with a protective haze, to absorb future damage
    • Orc'n gobs'n troll Slaying: A projectile that affects only goblins, orcs, and trolls; but which is particularly deadly for them
    • Quietus: A beam spell that instantly kills its target
    • Raise Skeleton: A spell that reanimates a fallen foe (turning it into a skeleton), so that it will fight on your side
    • Slowness: A spell that slows down its target
    • Undead Slaying: A projectile that affects only undeads, but which is particularly deadly for them
    • Teleportation: A spell to teleport anything: a monster, you, an item, a wall, etc.
    • Vampirism: A beam spell that transfers some of the target's life to you

    Spells are obtained in two ways: either by applying a branded runic (for spells corresponding to a runic, i.e. dragon slaying, force, lightning, paralysis, poison, orc'n gobs'n trolls slaying, quietus, vampirism) to a blank spell or by finding a branded spell. Spells can be boosted with any runic, hereby either increasing damage, reducing cooldown, or increasing duration (depending on the spell).

    Casting a spell can be done in a number of ways:

    • You can click on the spell's name at the bottom of the inventory (like the second spell cast in this video).
    • You can use the spell's shortcut shown in the inventory (F1 → F12).
    • You can press 'c' to open the 'cast' menu, which will present you the available spells (as in this video).
    • You can open the inventory with 'i' and select the action 'cast' in the desired spell's submenu.
  • Added rings. There are 5 kind of rings:
    • Awareness: This ring allows you to feel enemies beyond your usual field of vision.
    • Dexterity: This ring increases your chances of performing special attacks (daggers, swords, falchions, small axes).
    • Toughness: This ring decreases the damage you suffer.
    • Sight: This ring increases your sight distance. This distance is used to draw your surrounding but also caps your throwing distance and your casting distance.
    • Strength: This ring increases the damage you deal.
  • Added classes. A class is simply a set of starting equipment (see the equipment of each class). Classes ease trying the different flavors of mercenaries that you can throw down the dungeon:
    • Assassin: Assassins are specialists at instantly killing their enemies, thanks to their deadly enchanted dagger, the daggers' special attacks (Alt + move), and their increased dexterity.
    • Barbarian: Barbarians excel at pulverizing and massacring every race and species.
    • Conjuror of Cheap Tricks: Conjurors of Cheap Tricks try to avoid combat by all means. They excel at staying alive no matter what's thrown at them.
    • Dragonist: Dragonists walk the dangerous path of taming dragons. They usually accidentally fry a girlfriend or two before being banned from society.
    • Optimist: Optimists don't worry, they are confident they'll find loot early in the dungeon.
    • Elements Conjuror: Elements Conjurors are versed in two elements: fire and lighting. Their strategy is straightforward: burn everything down.
    • Filth Assassin: Filth Assassins are specialists at making their enemies suffer a slow but irreversible death. If they stay alive long enough to master their technique, they become immensily powerful.
    • Filth Mage: Filth Mages are specialists at making their enemies suffer a slow but irreversible death, without even taking the risk of melee combat! Legendary filth mages caused plagues in the past.
    • Knight: Knights are well protected melee fighters. They use their sword's special attack (Alt + move) to kill enemies from a distance.
    • Mage Wannabe: Mage Wannabes started mage school, but ultimately dropped out to discover the outside world on their own. They only know their basics, but took a little something from the school's storage areas on the way out…
    • Undead Commander: Undead Commanders excel at raising a large undead army at their service.
    • Necromancer: Necromancers are both good undead commanders and viable damage dealers.
    • Paladin: Paladins are very well protected melee fighters. They use their sword's special attack (Alt + move) to kill enemies from a distance and use their shield to paralyze enemies.
    • Priest: Priests master the art of healing themselves and others.
    • Slayer: Slayers excel at hunting down monsters.
    • Southern Knight: Southern Knights are well protected melee fighters. They use their falchion's special attack (Alt + move) to force enemies to back up.
    • Tourist: Tourists are badly equipped for surviving in a dungeon. They just bring the most basic equipment.
    • Vampire: Vampires are good melee fighters and like being accompanied by an army of disposable minions.
  • Added an explore mode (toggled with 'x') in which you can see the description of items under the cursor. Descriptions are also displayed when hovering with the mouse. As of now, only items and some wall elements are described. It was required to do items, because this is required in choice treasure rooms (see below), so that you know what the items are. In the future monsters will be documented too.
  • Added special rooms:
  • Armors now decrease damage instead of reducing hit probability, to a minimum of 1 (à la Sil). Non-leather armors now increase the probability of being hit by enemies: chain mail increases probability by 10%, banded mail and split mail by 20%, and plate armor by 30%. Shields, on the other hand, have been unchanged: they still decrease the probability of being hit by enemies.

Gameplay Changes

  • Increase the damages of the poison runic. Instead of doing 1 damage per turn (for every poisoning), poison now deals, every turn, damages corresponding to remaining duration of the poison. So if you have a +5 poison runic (which makes poison duration 5 turns), the target will suffer 5+4+3+2+1 damages. Whenever you hit an already poisoned enemy, poison's duration is reset to its initial duration (so if you hit the target twice in a row, it'll suffer 5+5+4+3+2+1 damages).
  • Slowness does not stack anymore. This means that when you're being slowed down by an ogre shaman, while you're being slowed down already; your speed isn't reduced to 25% but stays at 50%. What happens is that slowness' duration is reset to its initial value.
  • Tweaked item generation:
    • Light weapons are generated all along the game. Previously, in the middle-game mostly middle-game weapons were generated, and mostly end-game weapons were generated in the end-game. Now the probability of middle and end-game weapons progressively raise as you go deeper and deeper into the dungeon, ultimately reaching 40% and 20%.
    • Probability of life potion is now 100% at depth 1, 33% at depth 2, and 25% afterwards (was 100%, 50%, and 33%).
    • Number of generated runics has been reduced, but the game now makes sure that you'll have enough of them to be able to finish the game. Roughly the objective is that a runic is available every two levels (this includes runics that can be obtained by melting objects).
    • The game now makes sure that decent loot is generated. This means that the probability of generating items increases gradually when previous levels have been very unfriendly. This concerns armors, shields, and weapons.
  • Doing an action via a menu (drinking a potion, equipping an item, unequipping an item, applying a runic, etc.) now takes one turn.
  • There's now 12% chance to have a forge in a level (was 50% before).
  • Special attack of the sword now deals 2 damage per boost level (was 4 before).
  • Firebolt now burns down doors. Thanks D. Casoni for suggesting it.
  • When you miss a special attack, you do not perform your normal attack anymore.
  • Highlight known stairs even when out of sight, so that it is easier to spot them.
  • Equipping a shield asks which weapon to unequip if wielding two simultaneously.

New features: UI and controls

Gameplay Bugfixes

  • More often generate negation potions.
  • Pull at most one barrel (as opposed to pushing). Thanks VedVid for pointing it out.
  • Corrected that it was possible to kill monsters with a melee attack, while not being adjacent to them (by dashing into them).
  • You cannot drink a potion to revive yourself when dead (it was possible if using only keyboard shortcuts, via the inventory..). Thanks @cyndi_for_u for pointing it out. You could actually even "possess" a monster and move a monster if one was coming onto your dead cell!
  • You cannot drop an equipped cursed item from the drop menu (opened with d) anymore.
  • The adequacy between what you see and what is described has been enhanced. For example, you may see a goblin necromancer waving his hands but you may not see that he is raising a skeleton from the deads if the skeleton's appearance is beyond your field of view.
  • Fixed longstanding bug where static lighting of torches was badly considered for fog of war opacity.
  • Corrected that special attacks could be used during their cooldown.

Other Bugfixes

  • Made handles of scrollbars work (previously; only the arrows, page down/page up, and the mouse wheel were supported) with the mouse i.e. you can drag them like a usual scrollbar.
  • Correct that rulers in achievements screen weren't correctly handling resizing.
  • Corrected that any keypress would close the end screen (kill list). End screen is now closed when clicking on it, or pressing Space, Backspace, or Enter.
  • Connect areas of the dungeon that could otherwise be unreachable when chasms were generated. Connection are done both with corridors and bridges (some bridges: bridge 1, bridge 2, and bridge 3).
  • Make Ctrl+vim key work. Previously it was impossible to pull/push barrels with the vim keys. Thanks D. Casoni for pointing it out.
  • Corrected that display of poison (green overlay) was lasting one turn too much.
  • Corrected that Page Up and Page Down could put a menu's focus on an unbound button.
  • Corrected that diagonal arrows weren't working (please report bugs on this one, it is difficult for me to test correctly).
  • Corrected that unicode characters (such as '→') could be used as shortcuts in menus of altars.
  • Corrected that, on Mac without Ctrl keys, it was impossible to pull/push barrels (now you can use the Sym key).

Tiny Changes

  • Added an additional shortcut to wait: '.' (thanks D. Casoni for suggesting it).
  • Display You wait when you press 'z', '.', or Numpad 5.
  • Display You block the foo's blow when you block a blow with your shield.
  • More specific verbs for unequipping armors and shields (thanks VedVid for the suggestion).
  • Added "red carpet" areas to icy level (depths 5 → 7).
  • Corrected that display of poison in "status panel" (panel at the bottom) wasn't distinguishing the remaining duration from the total duration.
  • Always bind "Cancel" to c in menus.
  • Corrected some "parent" relation in menus, so that cancelling a menu correctly reopens the menu from which it was opened.
  • Added "Cancel" entry to the Unequip menu.
  • More epic text when cause of death is firebolt.
  • You may now drop an item into a pit if all adjacent cells contain an item.
  • Finally made open doors a different color than walls, as many players requested it overtime: beforeafter, beforeafter, beforeafter, beforeafter.
  • Color of blue overlay when in deep water now matches the current level's color of water.

Release 16.12.14

New features: terrain and maps

  • Added a new kind of terrain: pits (aka depths in Brogue). Added flying monsters (see below) with that. And handled that things thrown down pits will appear in the next level.
  • Added a new kind of wall: bookshelves, that can hold items, like level 1's rack. I'm tagging bookshelves as walls, as they are impassable.
  • Added a new kind of terrain: benchs, that are passable, but where every move consumes two turns.
  • Added a new kind of special rooms: throne rooms, that contain red carpet, bookshelves, chests, and a goblin king or queen; as well as a variety of goblins. Throne rooms can be abandoned, in which case they contain no items (empty bookshelves, empty chests) and red carpet is partly missing.
  • Added three special levels: the goblin bridge, the wizard's office, and the dragons' den.
  • Added 4 new depths, 3 of which with a new forest color-theme (that's where you'll find the brand new ogres and trolls (see below)).

New features: monsters

By the order in which they appear in depths:

  • Added a neutral monster at depth 1: a ghost that wanders for eternity above the dungeon's pits.
  • Added the chaos fairy, a support flying spellcaster. Its spells are healing, teleportation, slowness, and protection.
  • Added the kobold wizard that has three spells: firebolt, slowness, and teleportation.
  • Added ogres and ogres shamans. The latter is a spellcaster: it has slowness and healing.
  • Added trolls and mountain trolls. The latter wields a weapon with a force runic.
  • Added adult dragons, that have magical spells in addition to their breath. There's a platinum achievement to obtain if you manage to kill one. Adult dragons are always spawned sleeping (as in brogue).

New features: potions

  • Added the potion of negation that:
    • Removes all effects and spells when drank or thrown.
    • Instantly kills creatures animated purely by magic in the throw's splash area.
  • All potions can now be thrown. When a creature is covered by the potion's liquid, it has exactly the same effect as if the creature was drinking the potion itself. For now, it only makes sense to throw the potion of negation, because all other potions have a strictly positive positive; but when Dungeon Mercenary becomes a local coop roguelike (yes that'll happen), it'll make sense to throw potion at your allies.

Gameplay Changes

  • Made the use of altars less of a win/win situation. Instead of doubling a runic, they now "only" add +3 to a runic. So they work as follows:
    • War altar: add +3 to an offensive item (boost or branded runic), at the cost of 33% of your life.
    • Chaos altar: add +3 to an equipped item (boost or branded runic), at the cost of cursing this item (you'll never be able to unequip it).
  • Cursed items cannot be melted in forges anymore
  • Opening a chest now contributes 32 to the score, instead of 1.
  • Probability of branded runics has been increased, it is now 1/2 (was 3/7 before). This means 50% of generated runics are branded (i.e. non boost).
  • More things are visible under the fog of war. First I was suggested to make doors visible. Then I generalized by making visible everything that doesn't move, which include tombs, doors, chests, forges, altars, etc.; but rule out barrels and monsters. Items are the exception: they are visible under the fog of war, despite that they can move (like barrels), because I think it is nice for gameplay.

UI Changes

  • Transition between levels is done with fadeout/fadein animation.
  • The area affected by throwing a bomb or potion is shown before throwing: video (see the pink cells around the point of impact ?).
  • Added a help screen, which is toggled with ? from the game.

Bug fixes

  • Corrected a crash when selecting the 'Cancel' button of an altar's menu offering the choice between multiple eligible items.
  • Corrected that 'Drop' wasn't greyed out in a cursed item's menu (but it wasn't dropping the item anyway ^^).
  • Corrected the cause of the message 'Unexpected state: monster foo is trying to get to an uncreated level' that could appear in the log.
  • Corrected that the gradual field of view could be incorrect (making the shadow effect look weird).
  • Corrected that barrels could block the path between stairs.
  • Changed the terms "Elf forge" and "Dwarf Forge" to "Elven forge" and "Dwarven forge" (thanks VedVid).
  • Benefited of the correction of a performance issue in SquidLib's pathfinding that I spotted. Thanks Tommy Ettinger for correcting it. To my knowledge the game should never lag, so let me know if it does!
  • Corrected that opened chests containing an item had a greyish color instead of the item color.
  • Corrected that the dash malus of heavy shields and armors wasn't applied.
  • Corrected that opening a chest when its content could not be picked would not change the chest's color until the next turn (thanks VedVid).

Tiny Changes

  • In menus, Tab cycles through entries (like arrows/vim keys did so far).
  • Changed the color of elven forges to a greenish color, as it was previously looking too much like the human forge (thanks VedVid for the feedback).
  • Text in the "what you see panel" is aligned to the left, to make it easier to parse (thanks Joshua Day for the suggestion).
  • Corrected that the 'I' in the inventory label (atop the inventory on the right) wasn't highlighted as a shortcut, whereas it is one.
  • Made shallow water less white in "mud" levels.
  • Some monsters do not bleed anymore when hit: skeletons and mud golems. New monsters that do not bleed either: chaos fairy and white ghost. Thanks VedVid for pointing this out.
  • Changed color of already opened chests, to be the one of walls; so that it is better visible at all depths.
  • New achievements:
    • Reach depth 11
    • Reach depth 12
    • Reach depth 13
    • Reach depth 14
    • Goblin king/queen slayer
    • Dragon slayer

Release 16.09.15 (bugfix release)

Most of the bugs corrected in this release have been reported by a brogue player: VedVid, thanks to him!

Changes

  • Made color of shallow water "whiter", so that it can be more easily distinguished from deep water.
  • Made color of rats "whiter", so that they are more visible in the color theme of the first depths (i.e. where rats spawn).
  • Display everything that is in the Field Of View in the what you see list (bottom of the screen); not only what is in the close vicinity. In addition, always display doors (it was restricted to depth 1 before). Both of these were considered as bugs by many players, whereas it was intended. But given the feedback, I think I was wrong to have those """features""".
  • During a dragon's breath: only lock the game if a barrel's explosion will happen. This smooths the gameplay when fighting dragons.
  • Added a drop menu that is toggled by pressing 'd'. It allows to drop an item without going through the inventory.
  • Added an animation when dropping on item.
  • Numpad 5 now waits a turn, exactly like 'z' does.

Bug fixes

  • Corrected that an equipped shield would appear twice in the inventory displayed on the right. Thank VedVid for pointing it out.
  • Corrected that barrels could not be pulled/pushed to/through gravas.
  • Corrected that when a barrel was on an item: 1/ the item's color was used to draw the barrel and 2/ the item was being listed as visible instead of the barrel.
  • Correct that monsters weren't really good at following you through doors when hunting you.

Release 16.09.02

New features: Gameplay

  • Added barrels that can you pull/push to block monsters and that can explode when you throw stuff at them (hello player-crafted traps!). There are 4 kinds of barrels for now:
    • Inert barrels
    • Poison barrels (poison nearby monsters when exploding)
    • Paralysis barrels (paralysis nearby monsters when exploding)
    • Dynamite barrels (blow up nearby monsters when exploding)
    Barrels are pushed/pulled by pressing Ctrl while moving. Use them to block monsters, create traps, etc.
  • Added forges. Forges allow you to melt an object, hereby destroying it, but recovering its runics; allowing you to put them on other items. Forges can also transmute some runics into others. There are 3 kind of forges:

    • Human forges, that can melt one object and can transmute the following runics: vampirism, lightning, and poison.
    • Elf forges, that can melt at most two objects and can transmute the following runics: quietus and paralysis.
    • Dwarf forges, that can melt at most three objects and can transmute the following runics: force, dragon slaying, orc'n gobs slaying, and undead slaying.
    At each level, there's 50% chance to be a forge, whose kind is randomly chosen among the three above.
  • Added scores. They are integrated with GameJolt. If you're not playing on GameJolt (but you should!), they are anyway available in the standalone desktop version.
  • Added an achievement: It's a Trap that is achieved when a monster is killed by a barrel's explosion.

New features: Game Interface

  • Display the inventory alongside the map. This should make the GUI more friendly to newcomers to ASCII roguelikes. You cannot anymore open your inventory by clicking on your character (the '@'). Instead, you should click on the 'Inventory' label at the top of the new panel. You can also click on individual items in the new panel, it will open the item's actions menu.
  • Rewritten the bottom panel (health bars) so that it doesn't use the crappy monospaced font. Check out the enhancement.

Bug fixes

  • Corrected that the sword's special attack could be done on an adjacent monsters. This should be impossible, as the sword's special attack is designed to work when there's an empty cell in between you and the monster.
  • Corrected that using the Describe command on a boost runic could display an error message at the top (Web version) and wouldn't display the expected description. Thanks Robert B. for pointing it out.
  • Corrected that game could crash when player got paralyzed.
  • Corrected that the description of the defense of a shield or armor, should it be boosted; was erroneous.
  • Corrected that the game could tell Monster's position … wasn't correctly in team cache at depth n when being removed. There was no bug, the test was erroneous…

Release 16.07.06

New features

  • Achievements! There are 15 achievements for now (see the achievements screen):

    • Chuck Norris
    • Gimli
    • Frodo
    • Permanently Telepathic
    • Dwarf Door Knock
    • Reach depth 2 ... Reach depth 10

    Achievements are available on the following platforms:

    • Desktop (Windows, Mac, Linux)
    • Web on GameJolt

    When playing on GameJolt (be it the desktop version or the browser one), achievements are reported to your account; that is, they are fully integrated with GameJolt's interface!

    I'm intentionally not explaining how to achieve the achievements. For some of them, it's obvious, for the others you'll have to find by yourself :-)
  • Bombs can now be thrown (as shown in this video). When you throw a bomb, it explodes immediately (contrary to activating it and dropping it on the floor).
  • The dagger's special attack may trigger the vampirism runic (if any).

Bug fixes

  • Web version on GameJolt wasn't receiving keyboard events. It was only possible to play with the mouse. Doh :-( This bug was actually corrected on June 28th.
  • Cursed items cannot be dropped anymore.

Release 16.06.17

New features

  • For Windows, the game is now shipped as a .exe. No need to install Java anymore. Woot! The windows release gained some weight though (it went from 10Mb to 70Mb).
  • Added 1/ dash move and 2/ special attacks for light weapons (daggers, swords, falchions, and the small axe). Check out this video to see dash and special attacks in action.
    • A dash move is triggered by pressing Shift when moving. Heavy gear (heavy shields and armors) reduces your dash distance.
    • A special attack is triggered by pressing Alt when moving (think Alternative attack). When wielding two weapons, use right Alt and left Alt to request the special attack of the corresponding hand (if only wielding one weapon with a special attack, both Alt work). Special attacks allow more late-game strategies for the light weapons (assassin style: wield two daggers for the entire game!).
      • The dagger's special attack is to slit the opponent's throat (well, if he has one), which kills him instantly. That's the best special attack!
      • The falchion and the small axe special attacks push away adjacent opponents.
      • The sword's special attack has been borrowed from brogue's rapier: it automatically hits an opponent two cells away (as in a plunge attack), dealing extra damage in the process.
    Both dash move and special attacks have cooldowns.
  • Added suggestions to help new players:
    • When you're about to die and have a special attack available, suggest to use it (if applicable)
    • When you're about to die and have a life or health potion in your inventory, suggest to drink it.
    Suggestions are shown only once per session when playing in a browser. On desktop, they are shown only once in a lifetime (to reboot them, delete the lines containing SUGGESTION in the file .hgames/dm/preferences, in your personal directory).
  • In game menus use a non monospaced-font (the same one as the text panels describing items), which is much easier to read: check out the enhancement.
  • Reduced size of saves by 30% (from roughly 100Ko per level to 70Ko).
  • Restore behavior that similar successive messages in the info panel (at the top of screen) are aggregated (example: You step on short grass. (x4)). I broke this behavior in release 16.05.30.
  • Make Backspace (or mouse Previous) go back to the previous menu (if any).
  • Reduced flying distance of monsters affected by the force runic (distance now equals the level of the runic).

Bug Fixes

  • Corrected a bug that could split packs of monsters (when placing them at level creation) and avoid placing them. It was happening when the log Avoiding to place a monster twice in a group. This is a bug that should be corrected, despite that I can circumvent it was written.
  • Web version: capture the following keypresses: Space, Enter, Backspace, arrows, and the numpad; so that they don't trigger your browser's events. This fixes that the arrows would move the webpage when playing in a frame (i.e. not in fullscreen). I missed the problem because it wasn't affecting my browser, but people on #libgdx told me. Thanks to them!
  • Corrected that message Blown away by your hit, the foo crashes against the … was shown when the foo was hitting your armor/shield of force.
  • Corrected a bug that the game could (rarely) crash after your first move, after loading a previously-saved game, in depths greater or equal than 3.

Version 16.05.30 (bugfix version)

New features

  • Messages panel (at the top of the game) performs line-wrapping again. Welcome back vertical screens :-)

Bug Fixes

  • Corrected that the game would crash when applying a boost runic to boost another runic. Doh, what a shame! Thanks Qwert225 for reporting it!
  • Corrected that, on some items, an altar woulnd't trigger its positive effect; but only its negative effect :-(
  • Corrected that message The foo hits your shield and is paralyzed! was written when the foo was hitting your armor of paralysis.

Version 16.05.26

New features

  • Generate cemeteries. Be careful…
  • Runics can now be stored in the inventory, so that you aren't forced to apply them right away. This means you can delay your strategy until you resist monsters with your early gear. What a runic would do when applied is explained in the Description menu, for every item to which it can apply.
  • Create groups of monsters, that stay in pack (as shown in this lovely video), either when wandering or when hunting. Possible groups are: goblin groups, rat groups, and orc groups.
  • Made "red carpet" areas (i.e. nests of baby dragons) possible in "mud" levels (depths 8 to 9) as shown in this screenshot.
  • Made closed doors possible in "ice" levels (depths 5 to 7).

Bug Fixes

  • Corrected that monsters were triggering the The floor is covered with luxurious carpets description when walking on red carpet.
  • Corrected that when picking up a buckler with the two hands full already, it would be written You strap the buckler on your forearm, as if you equipped it automatically; whereas it was correctly put in your pack.
  • Corrected that killing a monster could leave an impassable corpse symbol ('%').
  • Corrected that game could crash when hit by a black spider. Corrected that message You become colorblind! was written before The black spider stings you.
  • Corrected that message You equip the foo in your left hand could be erroneous (foo would be in your right hand).
  • Corrected message The him is struck by lightning (shown when hit by a blue baby dragon's breath).

Version 16.05.21

  • Correct that the desktop version (not the online one) was flickering on Windows. A big thanks to brogue players for telling me. I develop and work under Linux, so I rarely boot Windows. Will do now :-)
  • Plugged the Credits screen. That wasn't serious to have an unplugged button on the welcome menu!

Version 16.05.02

  • Made panels describing items use a much more easy-to-read font: check out the enhancement.
  • Added new monsters: baby dragons (đ) with a breath attack (see this video). Baby dragons are fierce, fast, dangerous monsters. You may not always be able to beat them, so maybe you should try avoiding the first ones you come across... Baby dragons are in "red carpet" areas (see this tweet), are initially sleeping, and are always close to some reward.
  • More often generate altars (1/10 chance → 1/8 chance).

Version 16.04.14

Changes

  • Added altars. Altars can be activated once and offer you some trade-off:
    • The altar of chaos offers you to double a runic on any uncursed equipped item, but it curses the item, so that you won't be able to remove it afterwards.
    • The altar of war offers you to double a runic on an offensive item, but it reduces your full life by 33%.
    A level has 1/10th change to have one altar, 1/100th chance to have two altars, and 1/1000th chance to have three altars.
  • Integrated David Becker's German partial translation of the game (David is also a SquidLib contributor). His translation covers almost all the content that is displayed in the top panel. Thanks to him!
  • Added dots at the end of English sentences in the top panel (thanks thelomaxx for the suggestion).

Version 16.03.13

Changes

  • Made the font of the messages panel (the panel at the top) serif: example.
  • Enhanced performances. In particular, made the game smoother when keeping a move-button pressed.

Bugs

  • Corrected a bug that the game could crash when going up two levels, and then going down.
  • Corrected a bug that the game could crash when going up a level, resizing (-/+), and going down.
  • Corrected that monsters could get stuck close to a chest.
  • Because the messages panel has been revamped, it should fix the bug that sometimes messages were shown with a delay. If this bug isn't fixed, please report it to me; I have difficulties reproducing and understanding it.
  • Corrected that message shown when a blow is blocked with a vampirism item (armor or shield) was erroneous.

Version 16.03.02

Changes

  • Made levels persistent: when you go back to a depth you've visited already, you'll find the same level as before. This moves Dungeon Mercenary from the moria lineage to the hack lineage. This was suggested by DangerAndAdrenaline, a brogue player. This is mostly a matter of taste, but I think persistent levels makes more sense for newcomers to the roguelike genre, hence this change.
  • When player takes a stair, he is now always put in a cell from which he can take the stair back (thanks TempusFrangit for reporting it).

Version 16.02.24

New features

  • Released the desktop version (Windows, Mac, Linux). Difference with the HTML version: allows to save and load a game! The release is an executable jar file. If you don't have it (it's likely you have it already), install the Java Runtime Environment (JRE) for your platform (Windows, Mac, Linux, you name it) and you'll be ready to execute the game by double clicking on the jar file (or right-click on it, Open with Java Runtime Environment; or issue java -jar dm-16-02-24.jar in a terminal).
  • Extended the dungeon's depth to 10 (was 9 previously).
  • Added a new 'mud' color theme for levels 8 and 9 (reducing the span of the 'light grey/ice blue' one to depths 5, 6, 7).
  • Added new monsters:
    • The mud golem. It is kinda tough.
    • Spiders. The black spider has a fancy effect, that you'll have to discover by yourself :-)

Version 16.02.24

New features

  • Released the desktop version (Windows, Mac, Linux). Difference with the HTML version: allows to save and load a game! The release is an executable jar file. If you don't have it (it's likely you have it already), install the Java Runtime Environment (JRE) for your platform (Windows, Mac, Linux, you name it) and you'll be ready to execute the game by double clicking on the jar file (or right-click on it, Open with Java Runtime Environment; or issue java -jar dm-16-02-24.jar in a terminal).
  • Extended the dungeon's depth to 10 (was 9 previously).
  • Added a new 'mud' color theme for levels 8 and 9 (reducing the span of the 'light grey/ice blue' one to depths 5, 6, 7).
  • Added new monsters:
    • The mud golem. It is kinda tough.
    • Spiders. The black spider has a fancy effect, that you'll have to discover by yourself :-)

Changes (thanks DangerAndAdrenaline for suggesting them).

  • Made background of inventory more opaque, to enhance readability
  • Made 'i' toggle the inventory, i.e. if it's open, 'i' closes it.

Bugs

  • Corrected bug that the text describing a uruk hai's force hit was still messing up the dealer of the blow and the player being blown away.

Version 16.02.16

New features

  • Dynamite bombs blow up nearby doors and walls!
  • Some doors are now closed, so that you can't make it through.
  • Added potions of telepathy that allows you to sense nearby creatures and magical items.
  • Duration-based effects affecting the player (fury, telepathy) are displayed with a decreasing bar below the health bar.
  • Close menu (if any) when key isn't recognized (this allows to close the inventory/other menus with Space or Enter or Backspace, etc.).
  • Slightly increased the number of generated items.
  • Display the version number at the bottom left of the startup screen.

Bugs

  • Corrected bug where selecting the last item in a long scrollable (i.e. with … at the top) inventory would make the game crash.

Version 16.02.10

New features

  • Bombs! There are three kind of bombs: dynamite, paralysis, and poison. Once planted, all bombs take 5 turns to trigger. When they trigger:
    • The dynamite bomb deals damages to nearby creatures.
    • The paralysis bomb paralyses nearby creatures for 5 turns, like a +5 paralysis item.
    • The poison bomb poisons nearby creatures for 10 turns, like a +10 poison item.
  • Ninjas! Added a new monster: the goblin ninja. Ninjas hide themselves pretty well until they try stabbing you… Will you spot them before they attack you ?
  • Stepping on a cell adjacent to a sleeping monster has a 50% to wake him up. Stepping on a cell farther away has a 33% chance to wake him up.
  • Released the game on itch.io

Bugs

  • Corrected bug that clicking in the inventory would select the wrong item (in fact, bugfix updated since February 2nd).
  • Corrected bug that opening the Description menu could (rarely) crash the game, because of an unlucky screen ratio.
  • Corrected that text explaining effect of force weapon was messing up dealer of the blow and monster being blown away.
  • Corrected that tint animation (the one when you put a runic on something) had a one pixel black line at the top of every cell.
  • Corrected that clicking right on the player wouldn't open the inventory.
  • Corrected that switching tabs in your browser, while on the startup menu; would hide the buttons' text.

Version 16.02.01

New features

  • Introduced water: shallow water and deep water.
    • There are no waterborn monsters yet, but current monsters will try very hard to avoid deep water.
    • The player can go into shallow water and deep water. When in deep water, a blue overlay covers the whole map and at every turn, every metallic item has a 1/15 probability to rust, i.e. to loose 1 boost. So deep water is best avoided.
  • Added a new monster at depth 7: the uruk hai. It is a melee orc, but with a +1 force runic. Don't let it attack too much…
  • There's now 50% chance to have a potion of life at depth 2 (previously, chance of a life potion on level 2 was as in depths 2 to 9: 33%).
  • Unplugged runics of dragon slaying and troll slaying until depths with such monsters are reachable.
  • Like other items, an armor is now automatically equipped if you don't have one when picking one up.

Bugs

  • Corrected bug that made the game crash when displaying the description of a shield without defense boost.
  • Corrected bug that made health bars imprecise when display was very wide and full health low (caused by a rounding error).
  • Corrected bug that monster could trigger lightning, as if they had a weapon with a lightning runic.
  • Corrected bug that monster guarding a chest could get a free turn while hesitating between chasing you and going back to the chest.
  • Corrected that nothing was written when opening an empty chest or visiting again a known-to-be-empty chest.
  • Corrected bug where monsters could get stuck when in a pack.
  • Corrected bug that dropping a worn armor would both leave the armor on and drop it on floor.

Version 16.01.26

  • Self documented all items. To see it, select the item in the inventory and choose Description.
  • Corrected that lightning runics was doing level * D10 damages. Changed that to level * D2 (recall that each boost level also increases the number of enemies that can be hit).
  • Corrected that armor where decreasing damages taken (à la Sil) in addition to decreasing hit probability (à la brogue). Stick to brogue-style for now (even if I'd prefer the Sil-style in the long term).
  • Corrected that drinking a potion of life would restore full health, but not increase it permanently.
  • Corrected that levels 8 and 9 would receive way too many orc witchs and shamans (some test code made it to the release..).
  • Reduced armor (and shield and parry) hit probability reduction by 20%
  • Changed item generation:
    • There's always a runic per level and always a potion of health.
    • Chests more often contain nothing
    • There are in-between 2 and 6 items per level.
    • Items have less chances to have +2, +3, etc. runics. For a dagger (base runics chance: 80%), there's 80% to have one runic, 80/1000 to have two runics, 80/10000 to have three runics, etc.
  • Created Dungeon Mercenary's webpage on roguebasin.

Version 16.01.20

  • Make HTML5 version fullscreen
  • Corrected that items on racks could be generated in a diagonally-inaccessible location

Version 16.01.19

Initial release of the game on brogue's forum