New Store Additions We have made a few modifications to the Store In the soon to be released Dungeoneers Academy update. One of the additions is a ‘Repair All’ option so you don’t have to select each item individually.
New Difficulty Setting The update to Dungeoneers Academy allows the player to select a Difficulty level for an individual character. The Difficulty levels are Painless, Relaxed, Normal, Brave, and Fearless.
More Monster Loot! As part of the in-game economy update, for Dungeoneers Academy, monsters will always drop loot after they have been defeated. Monster loot ranges from gold to a random item carried by the monster.
Gain extra coin by completing missions Missions are all new in the upcoming version of Dungeoneers Academy. Once youve graduated and are traveling through the 4 main regions of Serfdom, try taking on some missions. Extra EXP and Gold never hurt anyone!
Map Hints & Tips There are more hints and tips in the upcoming version of Dungeoneers Academy. Gain more insight on what you can do while traveling through the Academy and the neighboring regions. We have provided some helpful ideas for each character class that will aid you in your pursuit to become the hero of the realm. There are also new entries regarding questing, taking on missions, gathering region gems and more.
Rescue Missions and More Missions, missions and more missions can be found in the upcoming version of Dungeoneers Academy. There are many missions to choose from including freeing Horde prisoners. Pick the ones that best fit your play style and drop any that dont. Dropped missions will be replaced with new entries so you wont run out of them.
Surprised no one has expressed anticipation for this update. So here I am. Bought the premium version and liking the mechanics and style so far. Indeed I found it too forgiving but you guys are addressing this with the update. I'm going to wait until it's released before I play more. Also, I hope you'll charge more than a buck because that's too little.
Updated in final stretch Thanks for your support, Decript. We have been working on the final touches for the quest and missions in the game. After some more game testing we should be good to go with posting it up in iTunes for review and approval. We have the 5 new difficulty settings in game so you should be able to find the level that gives you the most challenge. With all of the updates to the monster, combat system, and damage-per-attack the normal setting is still harder that the prior version. You will find yourself going to the store to purchase better equipment to get past higher level monster encounters.
I can't wait for that update I can't recommend this game enough, it's honestly one of the best top down dungeon crawlers for iOS.
Version 3.0 is on iTunes The latest version of Dungeoneers Academy is now live in the iTunes App Store. What's New in Version 3.0 WAY FASTER with simultaneous movement and combat! Still easy enough for novices, yet deep enough for experts. New story line with quests, missions and outdoor encounters. Choose difficulty level and set warnings/auto-sell for each character. Sorry, but old saves will be erased. - - Revamped and tuned experience system and added many new features. The often requested Repair All Equipment selection in store. Missions and Quests. - - Complete all the quests to truly become a Hero! - - Need a few gold or experience points? Play a few missions. - - Review quests and missions from the region map Quests and Missions tabs. - - New quests automatically activate as you complete them. - - Accept a mission to activate it or drop them to generate new ones randomly. - - Active quests and accepted missions appear on the region maps. New outdoor encounters after leaving the Academy. - - Road junctions randomly generate encounters while traveling between dungeons. - - Outdoor road, forest, mountain and swamp encounter maps. - - Directly select a junction to start an outdoor encounter. 5 per-player difficulty levels from Painless to Fearless. - - Overall difficulty tuned and potion purchase capped at 10. - - Dungeon difficulty increases with each star then levels off. - - More enemies overall, and swarms of them when revisiting lower level dungeons. New graphics and audio updates - - More ongoing spell effects to liven things up! - - Colorized region maps with legend. - - Less clutter with navigation tabs on many screens and popups. - - In-game move pad larger, backpack moved, and information button added. - - In-game effects at finish of mission or quest, defeat of all enemies, and finding all plunder. - - - - In-game status bar at top signifies availability and completion of each of these. - - In-game summary less cluttered with Gear, Actions and Stats tabs. - - New audio added for many skills. Settings. - - Potion and equipment warnings separated per-player. - - Choose to auto-sell common or magic items, or scrolls. - - Disable Save confirmation to speed things up. Tips & Hints replace in-game tutorials. - - Avoids tedious pausing of game for tutorials. - - Go through tips at any time on the Academy map or with information button in-game.
Wow You guys took a good game and made it excellent. I'm not bothered at all about loosing my saves because this is like a whole new game now. Love the changes to the interface, mechanics, more frequent loot, missions and quests, improved map, variable difficulty and more. I think you guys could fairly charge $3 instead of 2. Wish I didn't buy it at $1. I noticed a typo at the end of the intro, the last line starts with "You" when it should say "Your". Also, what exactly does the difficulty change? Damage I or the enemies do? The number of spawns? Congrats on the update. Now time to start promoting the game!
Thanks decript. Glad you like the new updates the the game. The typo you described has been added to our to-do list for the next update. For the difficulty, we modify some of the monster attribute values. They are either +/- using 'Normal as the base setting.
The difficulty does a few things. As mentioned, basically the stats for monsters are increased or decreased about 1 level up or down for each difficulty step from Normal. Easier difficulties always get 5 or 6 potions (normal 4) before graduation, and a minimum of 1 or 2 even after graduation (normal 0). Harder difficulties cap potion purchase at 9 and 8, rather than 10. Monsters will attack from farther and follow longer based on difficulty. The easiest level is like previously where monsters only attack once visible. At harder levels they attack from much farther when you are attacking (making noise) and will swarm more at higher difficulties. Finally, at the hardest difficulty you can't abandon progress. You must save your progress, whether you exit early or die in battle. The 5 difficulties definitely vary and allow you to play as hard as you want. You may be kiting a lot and moving slow at the highest difficulty. We welcome feedback as to how these work.
So still enjoying this. It can get a bit grindy at times because leveling feels a little slow. Unfortunately, I didn't get too far before the update so can't really compare. Got a warrior to lvl 4, and a ranger and mage to lvl 1. Some questions came up for me: 1-I noticed its harder to increase the combat stat, compared to aim and magic which can be increased by their respective armour, unlike fighters with combat. 2-What is the base chance to crit? To get an idea of how much an increase in the chance+ stat would be noticeable? What does the "health:max" stat under crit mean? 3-Any tips for kiting enemies? Each square I move, they move. If I attack, they move another square closer. 4-Is the level cap 10? 5-Are there any plans to add more dungeon variety? I like the addition of the outdoor encounters. Maybe I haven't gotten far enough? Great game. It sucks it doesn't get more attention, and that, afaik, toucharcade didn't feature the massive update in a post of some sort.
Update in progress. Hi Everyone, Sorry for the long delay, but I haven't quit my day job Fun Spray has been working on a new .io style title "mi Land Grab" which just hit iOS and Android. Please check out our Facebook page: https://www.facebook.com/funspraygames/ We have had some major updates to speed up Dungeoneers Academy (and Trials), basically running in real-time while still allowing you to pause by letting go of the controls. There will be some major re-tuning due to the sped up play, along with some fixes to a few systems. We look forward to hearing from you all.
Again, sorry about the huge delayed response. Another game and a day job are hard to juggle. 1-I noticed its harder to increase the combat stat. A: This is worth looking at with the update. I don't really think we have items to increase combat, other than maybe rings. I think defense was premium for fighters. 2-What is the base chance to crit? A: It depends on the weapon or attack, but most would be 5% and some 10%. The "health:max" stat means you automatically do maximum damage, where damage is usually scaled by combat factors. 3-Any tips for kiting enemies? A: This should be much better in the update. Things are currently turn based enough that "getting away" is not really viable. The more real-time movement we're working on allows you to get far enough away to stop and attack, but this also means other enemies can get closer a bit quicker while you are in combat. A double edged sword, but things should be more frantic. 4-Is the level cap 10? A: Yest there is a cap at 10. Armor, spells and the like have been created up to level 10. Going further may not be part of the next update as there is a fair bit of work just in tuning and the like. 5-Are there any plans to add more dungeon variety? A: We have definitely talked about a few ways to get more variety. We originally had random dungeons from about 50 or so layouts. We opted for a set floor plan for each dungeon to feel like they were real places. We are definitely looking into a few things. Maybe bigger outdoor areas might make kiting better. I understand it can feel grindy. With a level 10 max, we spread out leveling along the timeline needed to complete the story line. The update is likely to mean more monsters and more combat, which may allow for some tuning. We are hoping the speed up in the update keeps people on their toes. I too wish we got more attention People who play really seem to like it. We still enjoy playing, so we keep tweaking.
Version 4.0 is on iTunes Updated for faster, real-time play. Improved frame rate results in much faster and smoother movement in line with faster rogues and runners. A new real-time combat system allows better control and tuning, but you can still let go of all game controls to pause the action. Dungeons are redesigned for quicker rogue-like play with a much stronger boss, and his cronies, waiting at the very end. Dungeon layouts, monsters and treasure are all randomized for replayability, and dungeons fill with more monsters as you level up. You have tons of options. Choose Fighter, Ranger or Wizard. Each requires a different strategy. Also pick Human, Elf, Dwarf or Halfling, as well as gender. Then the Academy Store is always available with a huge selection of armor, weapons and spells to customize your unique hero. Treasure and experience have been tuned for faster leveling and more equipment purchases to try things out. The Academy has also been shortened to get you into the real world faster. Missions have also been revamped, but you still have the hero quest to become Hero of the Land. You can use missions to gain coins needed for a purchase, or experience required for the next level. You will also find missions with special equipment rewards.