Paper Dungeons Changelog

What's new in Paper Dungeons 1.26

Jun 7, 2019
  • Graphic Improvement:
  • Better texture and shader on the dice.
  • UI Improvement:
  • New Shortcut Submit2 [space]
  • New Shortcut Back [backspace]
  • The introduction can be skipped with [return]
  • Panels and Dialog windows controlled with keyboard.
  • Fixed bugs:
  • 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.

New in Paper Dungeons 1.22 (Apr 14, 2015)

  • 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.
  • UI Improvements:
  • 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 bug:
  • 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.

New in Paper Dungeons 1.20 (Jan 19, 2015)

  • 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.
  • Game Balance:
  • 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.
  • New items:
  • 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.
  • New features:
  • 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.
  • UI Improvements:
  • 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.
  • Fixed bugs:
  • Boardgame mode: The 1st dungeon now loads correctly when you click on it, instead of loading the latest saved game.

New in Paper Dungeons 1.19 (Jan 8, 2015)

  • 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.
  • New items: Non Player Characters available in all game modes:
  • 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.
  • New features:
  • 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.
  • UI improvements:
  • 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.
  • Fixed bugs:
  • 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.

New in Paper Dungeons 1.18 (Nov 25, 2014)

  • A bunch of polish added in this patch.
  • We focused on ameliorating the game with a prettier and comprehensive interface, smoother movements in the gameplay and many features to ease up your gaming experience. Players suggestions
  • Gameplay:
  • The player’s sprite now follows the selected path instead of teleporting to its destination.
  • TAdded a walking animation on the player’s sprite.
  • TAdded new camera option to center on the player when he moves.
  • Camera movements are now smoother.
  • New features:
  • 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: You can now cancel a spell requiring a target (Dispel or Ice blast) by clicking again on the spell’s icon or its shortcut, and recover your mana.
  • Adventure & Rogue modes: You can now cancel any power requiring a target, by clicking again on the power’s icon or its shortcut.
  • Rogue mode: When you kill the boss or the last monster present on the map the next level isn’t loading automatically anymore. A special teleporter appears allowing you to jump into the next level only when you decide.
  • Demo version: The rogue mode is now available for testing, up to the first boss, lvl 20+.
  • UI improvements:
  • All active buttons have now a bump and color animation on the fly.
  • Replaced the game modes buttons by an explicit sticker.
  • Added a pictogram to every menu button.
  • Added a button “continue” on Puzzle and Adventure map when the save of a level in progress is available.
  • Added animations when receiving a reward or completing a game mode.
  • Added a little bag icon on the inventory.
  • Modified the unknown mark icon on scrolls and potions.
  • Modified the cursed mark icon on cursed items detail.
  • Modified the thief 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.
  • Fixed Bugs:
  • Rogue mode: Fixed game crash after killing the red dragon, level 80+.
  • Rogue mode: Fixed wrong calculation on thief’s poison after the level 30+.
  • Fixed Crude Dagger, Crude Staff, Crude Mace and Crude Bow giving 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.

New in Paper Dungeons 1.17 (Oct 31, 2014)

  • 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 RPG and ROGUE Mode.
  • 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 raise 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 a 50% damage resistance against Ice Blast and Fire Blast spells, for a greater tactic variety between 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.
  • New Rogue 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.
  • New Features:
  • You can now click on your character to pass a turn, useful to let monsters going back into sleep state or to let an activated monster come to you.
  • Adventure & Rogue mode: inside a dungeon level, you can now open the dice selection page, choose 2 new dice sets and come back in 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.
  • UI improvements:
  • Fly over buttons with tool tips on the Level up bonus selection.
  • Animated button with fireworks on Game Completed message.
  • Added an erase score button into the Hall of fame.
  • Fixed Bugs:
  • Fixed player game icon not moving properly when receiving damages.
  • Fixed, loot erased when the player was moving past this loot.
  • Can’t select anymore an item in inventory when another one is currently in use.
  • Fixed, gold amount not refreshed when grabbing multiples chest.
  • Fixed, player game icon of the wrong sex showing when reloading a level.
  • 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 menu like Shop and Temple couldn’t be closed in rogue mode after last patch.
  • Fixed wizard eyes uncovered zones still showing on the next Rogue dungeon.
  • Crude Staff equipment not working properly.
  • Rare Dice number 16,31,40,49,58 and 67 had two die face inverted into their damage die.
  • Mana and Life Bonus miscalculated on some equipment.
  • Fixed game crash when testing an editor level created without any monsters inside.

New in Paper Dungeons 1.161 (Oct 20, 2014)

  • In Adventure mode, the Shop window wouldn’t open when you stepped on the Shop tile. It is now displaying properly.

New in Paper Dungeons 1.16 (Oct 20, 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:
  • New features:
  • New detailed Inventory (paper doll inventory management) now available under your Character sheet: click on the Inventory button (shortcut « I ») to slide it open.
  • 50 new pieces of equipement, common, uncommon and rare! Some of them give new abilities, change your attack range or even your damage type… All these equipements have an upgraded version available in the higher game zones.
  • Some pieces of equipement 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.
  • Game balance (Adventure & Rogue modes):
  • 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 « Steal » and « Faith » dice Effects that 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 equiped with Epic dice on every level. 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 (adapting your dice sets and equipment is ).
  • UI Improvements:
  • On the main menu page, the gender selection icons have been replaced by a mini portrait (emoticon) of the differents 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.
  • Fixed bugs:
  • Adventure mode: it is now possible to progress past level 31. // Couldn’t progress on map after the 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 lvl 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.

New in Paper Dungeons 1.151 (Oct 20, 2014)

  • Modified monster placement algorithm in Adventure and Rogue modes:
  • Only monsters from your level (or 1 lvl higher) will be near the starting zone and easier to find.
  • High level monsters will never be near the starting area (ie 2+ levels higher than your character).
  • Hidden password: Your password is now hidden when you type it.
  • Version 1.15
  • Biggest change you’ll notice right away are the 3 Class specific powers. They are available from the start, while the Dice power slot now starts empty (till you roll one with a die). Combat calculations details and combat modifiers are now displayed under the Dicebar and on the Character sheet. We’ve also added many tooltips on the fly to UI elements (in game, on the Character sheet, in Editor mode…), visual effects, and of course fixed many bugs. Thanks for the feedbacks, keep them coming!
  • Game Balance:
  • 3 Class specific power slots are now available from the start (Utility, Escape, Action power). Once used, these powers are down to 0%. You need to kill monsters to replenish them.
  • Dice power slot now starts empty (instead of giving a random dice power available from the start).
  • Rogue mode: dungeon 1 will no longer display Disease mobs (Undead) or traps (Divine trap).
  • UI Improvements:
  • Added combat calculation details under the dice bar.
  • New button in menu: « Show fight details » toggles combat calculations.
  • Character sheet: during combat, statistics modifications (+10% attack etc) are now also displayed.
  • Character sheet: bonuses, maluses and calculations results now have distinct colors.
  • Added tooltips on the fly on Editor UI elements.
  • Added tooltips on the fly on In game UI elements.
  • Added tooltips on the fly on In game dice sets details.
  • Added visual effects on cursor when an active spell/power requires a target. Note: When such spell is activated and shows a visual effect, you don’t loose it until you meet the requirements.
  • New button in menu: « Show cursor effect » toggles visual effects.
  • New Features:
  • Added a negative status (flame icon) on the Character portrait when you take burn damages from Wall of Fire or Dragon Breath.
  • When registering a new account: « Continue » button is now showed by default instead of « New game » which means you won’t loose your previous game progression.
  • Rogue mode: « Enter » key can be used to validate the name of the character.
  • Editor mode: « Enter » key can be used to validate the info panel.
  • Shops and Temples: you can now click on the text field as well as the icon to buy an Item or a Benediction.
  • Added Cleansing benediction on the Deity selection.
  • Added tooltips on the fly on Deity selection.
  • New shortcuts: (7)Utility power, (8)Escape power, (9)Action power.
  • Bug Fixes:
  • Puzzle mode: dungeon 19 can now be finished with Thief.
  • Rogue mode: Killing the final Boss would sometimes not credit the level. Implemented a work around security: if killing the Boss doesn’t trigger the level, killing all mobs on the map triggers next level.
  • Vampire monsters will no longer self heal when engaged in an out of reach combat.
  • Dicebar no longer stays visible after a combat ends.
  • Clicking on a Wall of Fire during Combat mode no longer moves your character into the fire.
  • Cancelling Dispel or IceBlast now properly removes the mini visual effect (flame) on the character sheet.
  • Extra keys will now be correctly displayed when loading a Save point in Adventure/Puzzle mode or when loading to the next level in Rogue mode.
  • Flame effects will now show correctly when loading a Save point in Adventure/Puzzle mode or when loading the next level in Rogue mode.
  • Wizard Eye 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.

New in Paper Dungeons 1.142 (Oct 20, 2014)

  • Fixed bugs in Adventure & Rogue modes:
  • Clicking one tile ahead of a monster with the hunt status active (eye), resulted in a combat phase where this monster was one shot (without your character taking any damages).
  • Moving past a monster with the hunt status active (eye) would sometimes block the game

New in Paper Dungeons 1.141 (Oct 20, 2014)

  • New Features:
  • Added a button to return to the map after a victory in Adventure or Puzzle mode.
  • Adventure level 108: Added a monster to ease up a bit the level.
  • Bugs Fixed:
  • - Adventure level 109: a teleport wasn’t working. - The next reward indicator on Adventure and Puzzle maps wasn’t accurate in some cases. - Profile logging out after a game relaunch, and over writing your recent game progression.

New in Paper Dungeons 1.14 (Apr 8, 2014)

  • 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 features:
  • 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.
  • Fixed bugs:
  • Map stuck after completing Adventure mode levels 41 and 51.
  • Sound reset on loading Savepoint.