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(Details on how to activate dungeons in the current release)
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To experiment with the very early version of dungeons currently implemented, execute
 
To experiment with the very early version of dungeons currently implemented, execute
   
Game.Objects['Factory'].setSpecial(1)
+
Game.Objects['Factory'].unlockSpecial();
in your browser's Javascript console (see [[Cheating]] for help on opening it).
+
in your browser's Javascript console (see [[Cheating]] for help on opening it). An "Enter" button will appear in the factory area of the game screen.
   
 
There is little working content so far. The dungeons are turn based, and the hero can either move or stay in place each turn. Combat isn't implemented yet and the hero can move right through enemies and what appear to be walls. However, the layout of this dungeon doesn't resemble the pictures released by Orteil so it is likely that there is a more complete version of the code which isn't accessible yet.
 
There is little working content so far. The dungeons are turn based, and the hero can either move or stay in place each turn. Combat isn't implemented yet and the hero can move right through enemies and what appear to be walls. However, the layout of this dungeon doesn't resemble the pictures released by Orteil so it is likely that there is a more complete version of the code which isn't accessible yet.

Revision as of 23:24, 9 September 2013

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Dungeons are a feature that are confirmed to be added in a future update. Orteil has not released any information about them as of yet, but looking through icons.png and dungeons.js, one can assume that weapons could be included. The first dungeons will take place in factories.

To experiment with the very early version of dungeons currently implemented, execute

Game.Objects['Factory'].unlockSpecial();

in your browser's Javascript console (see Cheating for help on opening it). An "Enter" button will appear in the factory area of the game screen.

There is little working content so far. The dungeons are turn based, and the hero can either move or stay in place each turn. Combat isn't implemented yet and the hero can move right through enemies and what appear to be walls. However, the layout of this dungeon doesn't resemble the pictures released by Orteil so it is likely that there is a more complete version of the code which isn't accessible yet.

The heroes' stats are (as of 1.034):

HP: 20

HPM: 20

Might: 5

Guard: 5

Speed: 5

Dodge: 5

Luck: 5

Icons

As shown, there are several unused images, including the swords and club which may be linked to dungeons

A diagram of some dungeon layouts was released on Orteil's Tumblr on the 4th of September, showing that the dungeons will be randomly generated.

Each map takes half a second to generate and we also know that there will be a classic deep system. The deeper you are, the loot will be better and the enemies will be tougher.

This is the soundtrack of the dungeons:




Since the recent 1.35 update, three other game images were found in the /img/ directory which could be related to dungeons (files are named mapIcons.png, mapTiles.png, mapBG.jpg, mysteriousOpponent.png, mysteriousHero.png and control.png)


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Dungeon layouts