DungeonFlux

Changelog

What has changed in the game, newest first and grouped by date. The game has no numbered releases yet.

Early access pilot The game is in development and is not open to the public yet.

This list is maintained by hand from the project history. It covers changes a player would notice, in plain language, and leaves out internal work. Earlier work was groundwork you would not see.

  • Heroes can have names of several words, in any alphabet, and the strip of saved heroes has been redesigned.
  • Heroes are built from their own character sheets and kept in a long-term hero library.
  • The TV lobby shows all six seats, and a player who drops out can take their seat back.
  • On the TV, the speaker gets a close-up, a thinking indicator shows before someone answers, and narration is read once. The scroll bars are gone.
  • Free-roam adventures: you can explore a generated city instead of the fixed harbor story, and the game prepares the next place while you play.
  • People you meet remember the names they have learned, keep their own manner of speaking, and give more concrete answers.
  • Market stalls keep the market's people and now have owners.
  • Scene pictures give more attention to the item you are looking at.
  • The desktop launcher's Play page shows the play time and the heroes at the table.

  • A desktop launcher starts the game from one window.
  • Generated video is now off by default.
  • A new picture model is supported. When a picture provider fails, the message says what went wrong and what to do.
  • The game only receives the provider keys for the features you turned on, and keys never appear on the launcher's Play page.
  • The launcher animates the switch between Play and Settings, and has a setting to turn animations off.

  • Fights announce how they start before anyone acts, and the ending is told one line at a time.
  • The finishing blow of a fight is shown whole. An optional kill-shot video can follow the killing blow.
  • Every hero on the battlefield is drawn in their own picture, and the battlefield stays readable while the camera moves.
  • After a fight the story carries on: the room, searching the fallen and talking to witnesses.
  • More SRD foes (challenge ratings 2 to 5), Action Surge as its own action, and a clear group initiative for identical monsters.
  • Fights start where the story stood, keep their fighters when they spill into a new place, and recover if the game restarts.
  • The battle die sits away from the fighters.
  • Room photographs are checked for people who should not be there, and retried when they fail.
  • Optional: battles can play out in generated 3D worlds when that provider is set up.
  • A hero who leaves is no longer addressed, the party moves on, and no line is dropped.
  • Fixed: the game server could refuse to start because of the character clip providers.

  • Every picture is a photograph. Scenes, people and places are made to look like a live-action fantasy TV drama, and the TV shows them as the camera made them.
  • Rolls show as dice on the TV, and the party can leave a place through its real exits.
  • Every place has its own music.
  • The storyteller keeps a memory of what has happened, so people remember what you told them.
  • Merchants haggle, offer services, ask before you try something on, and notice thefts. An accepted quote becomes a purchase, and a merchant's price is checked before it is spoken.
  • Your line and the roll appear for scene interactions, and gifts are answered by the person who receives them.
  • Your typed lines go to the person you are speaking to, and the narrator no longer speaks for another player's hero.
  • An unanswered reaction expires after 17 seconds.
  • The character sheet shows what is inside your starting pack, and heroes can use it.
  • The phone shows readable condition badges and names the target of your attack.
  • The TV keeps the last scene picture up while the next one is made, and shows one reconnect notice instead of two.
  • You can travel the country from places the game created, and look around without rolling.
  • Fixed: restoring a game could leave the TV out of step or silent.

  • Everything a player says shows on every phone, while private asides stay off the shared table.
  • Lines can be addressed to your fellow heroes.
  • A hesitant person can be persuaded with a roll, and a person who refuses answers in character.
  • Questions to people who have nothing prepared now reach the storyteller instead of getting a stock non-answer.
  • Merchant quotes can be accepted from the phone, and what you buy is named.
  • Scene pictures edited from a fresh render stay photographic.

  • Long dialogue stays on the TV, and speech bubbles keep clear of each other.
  • Check results queue up so each roll can be read.
  • Scene pictures crossfade, and cast members keep a consistent photographic look.
  • Reconnect notices sit out of the way of dialogue.
  • Dialogue music follows the tempo of the scene.

  • Making a hero reads like a game rather than a form, and a hero can be described in words and confirmed.
  • The phone says plainly what it did with your line.
  • The phone and the TV show a short waiting message from the first moment instead of a blank page.
  • The phone shows a fight's rulings as they happen, and its fight panel and roll card report what really happened.
  • The TV shows a check as a roll and ends on one composed card.
  • People answer from the facts of this adventure.
  • Each hero has their own Hit Point Dice, spent or kept at a Short Rest, and a fallen hero takes no turn in the aftermath.
  • A generated adventure has a reachable ending with a reward and experience points.
  • Every picture, clip and screen shares one film look.

  • The TV shows every blow of an enemy's turn in order, each under its own heading.
  • Enemies can make opportunity attacks.
  • After The End, a seated player can start a new adventure.
  • Second Wind warns you when you are at full hit points.
  • The game says why a stored game will not load.
  • TV scenes have a living camera, and fighters stand on a thin ring that shows their side.
  • Fights on scanned battlefields use the scan's real ground.
  • The phone's page before joining shows the lobby's picture.

  • Fixed: one refused command could shut down the whole room.
  • Thrown weapons land where they fall and can be picked up.
  • Choices are disabled while a request is in flight, and join retries are limited.
  • Narration longer than the voice limit is spoken in parts.
  • The phone shows a private clue once rather than on every later screen.
  • A defeat scene with dialogue is no longer labelled a victory.
  • The phone's fight panel shows resources as chips.
  • Downed fighters are named and marked in the turn order.
  • The finale music waits for the last fight beat.

  • An initiative roll call with dice, camera stops and order badges opens each fight.
  • A typed line and the speaker's reply show on the TV as they happen.
  • Fights can play on real 3D scans of places.
  • The battlefield shows props, arrows, cover and status effects.
  • 38 combat sound clips.
  • The impact shot holds after a damaging hit.
  • The TV can show generated scene art as a live backdrop.
  • A session that gets stuck heals itself, and says so when it cannot.