Fancy Instruction Manual for Dungeonmen: Men of Dungeons

Posted by kfharlock on Aug. 7, 2012, 6:22 p.m.

Hey all,

In light of some of the difficulties people were facing with Dungeonmen: Men of Dungeons having "too much content available" and an overwhelming abundance of options, coupled with the randomized behavior of things like chests and traps, I decided to put together an instruction manual that details all the game mechanics. Given the opportunity to get distracted by an artistic endeavor at the expense of doing money-work, I'll always take it, so I decided to try and do something special and make a PDF in the style of an old retro manual. This is actually the second time I've undertaken such a project, but I think this one came out better than the first.

Here's the cover:

You can download the full manual from here:

Download Link

Hope this clears some things up, and that you all enjoy it.

Comments

Charlie Carlo 12 years, 4 months ago

Does this cover Bard strategy and hand-to-hand combat?

Rez 12 years, 4 months ago

Awesoooome

good stuff

JuurianChi 12 years, 4 months ago

:Downloading:

This will make a great addition to my PDF Library.

kfharlock 12 years, 4 months ago

Hrmm… if you really want to play with four Bards, I guess the best way to do it would be to capitalize upon the Bard's innately high accuracy in the early stages. Equip weapons with a high accuracy (like the kilij or estoc rather than the maul) so that you can make sure that every blow counts. You could probably also put heavy armor on one or two of the Bards to designate them as your attacking force, and just take the hit to M. Ability that this would entail. The others should keep light armor on as light armor gives you a boost to M. Ability which reduces the cost of magic; this will let them spam the Fairie Fire tech early on. They can switch between that and Rally to keep MP up, and by the time you gain access to some of the all-hitting techniques like Static, you should be set for the rest of the game. If I was using four Bards, I'd also recommend going for the Wave or Magical enchantments for my weapons; the Wave enchantment will cause regular attacks to hit all enemies, and it should rarely if ever miss because of Bard's high accuracy; the Magical enchantment will cause your regular attacks to use INT instead of ATK to calculate the damage, which will let your more magically-focused Bards have something to do to contribute beyond just their spells. Combat should be totally doable if you keep this in mind.

Where you're going to run into trouble with this party is the Dungeon Skills. Bard lets you save in the dungeon, but having that four times is kind of redundant, and you'll be missing out on stuff like breaking down doors, raising dead, curing diseases, and so on. You'll need to offset this by keeping a bunch of items on hand, I guess. That should be easier to do once I release the patch, as I substantially increased the gold dropped by enemies, especially early in the game.

Charlie Carlo 12 years, 4 months ago

Lock,

You're fucking awesome.

death 12 years, 4 months ago

awesome Sega-look lol. i'm gonna download this as i'm sure it'll come in handy.

ludamad 12 years, 4 months ago

You're awesome. If you're ever looking for someone to collaborate with, lemme know. I'm fairly good at writing ground up C++ code. (My project, lanarts, is coded from scratch.)