![]() ![]() It's very likely that by the time you finish the game your graveyard will have quite the collection of former dungeoneers. What do you think? click for bigger There's also some special rooms you need to earn: the Graveyard and the Trophy Room. We tried to make the guild look quite distinctive compared to the usual dungeons. click for bigger A lot of upgrades give you new rooms for your guild! These can be placed anywhere you like so how your guild looks is up to you. Loot on the other hand tends to unlock more equipment your dungeoneers can find in dungeons, so it's quite different. Might and Magic both give you new character classes and special blessings with a general theme of physical vs magical styles. There are three main branches of upgrades: Might, Magic, and Loot. How you specialise your guild is up to you though. You get to upgrade it by using the spoils of successful (and unsuccessful) dungeoneering by your hapless heroes. I'll try and get back to my usual more regular levels of sharing here again! So what's new in the world of Guild of Dungeoneering? Building up your Guild The whole metagame / strategic side of things is about your guild. Rest assured we have been very busy working on the game. The game is getting genuinely fun to play now!! I'll share a gameplay video of the new stuff as soon as I can. Your whole hand is discarded at the end of each turn. Heroes also now compare their level with monster levels and aren't quite as afraid of similar-levelled monsters. If the hero moves into a room they have been to before and the room is empty, they will take a second move once per turn. Once you start a dungeon the game is as before. You can add heroes and drag new rooms onto the board, though this only has a visual effect there are no unlocks tied to them yet. When you start playing you are in the guild screen with options to hire heroes, expand your guild or go adventuring. If you choose a treasure (always the third choice) it becomes a card as usual and is placeable as a lure. If you choose something that's equippable your hero will put it on straight away (used become a card in your hand that had to be placed). When you beat a monster you now get an immediate choice of three loot drops. Lots of balancing of same for the new combat system. Added some new monsters like the Bear-Owl and plenty of new equippables. You start at level 1 and can level up by beating monsters, gaining +1 to max health at each level. Visual 'heart' icons used for health in battles. You can no longer cheese through a high level monster by relying on your health pool. Instead of a big health pool for the entire dungeon run you now have a smaller 'max' health that refills entirely after each combat. ![]() Similarly hero combat cards have been changed to suit the new system. ![]() Eg a monster might have Spooky 2 and Nature 3, giving them 5 specific cards. To fit the above all monster combat cards have been changed, with sets of cards created according to style & flavour. Monsters now play first, and you must react to their attacks with what you have available that turn. As before your combat deck is improved by getting equipment. You now always shuffle your combat deck at the start of each combat, drawing a random 3 starting cards + 1 new card after each round. Here's what's changed so far, and we're still working on stuff over the next week and a half! GDC & PAX East We've been busy adding a whole load of content all through February to get ready to showcase the game at GDC in SF next week and PAX East in Boston the weekend after that. ![]()
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