Dungeons
As of the latest release, Dungeons can only be accessed in the BETADUNGEONS RELEASE of Cookie Clicker. An early version of dungeons can be experimented with in the live game by inputting this code in your browser's console. |
Basic Info
Dungeons is a feature that is confirmed to be added in a future update. Orteil, on his Tumblr, has released a beta, in which the player is able to import saves from versions prior to 1.03601 to gain early access to dungeons. Looking through icons.png and dungeons.js, one can assume that weapons could be included. The first dungeons take place in factories.
The dungeons beta main source code can be viewed here.
To unlock dungeons in the v1.037 beta, build 50 factories. For now, your Hero's power will be scaled depending on the number of those buildings you have, but Orteil has hinted that there will be gear to wear eventually.
To enter the dungeons go to the overview page and click "Enter dungeons" on the factories image.
The dungeons currently (as of beta v1.037) have destructible blocks, bosses, rare enemies, and multiple characters.
Each map takes half a second to generate and we also know that there will be a classic depth system. The deeper you are, the loot will be better and the enemies will be tougher.
A diagram of some dungeon layouts was released on Orteil's Tumblr, showing that the dungeons will be randomly generated.
A dungeon generator had been released: Procedural dungeon generator
This is the soundtrack of the dungeons: Serial Experiment Lain - Island in video cassette
Heroes
Currently, there exists code for 4 heroes.
Additionally, there is a default hero template with placeholder dialogue included in the code:
HP | Might | Guard | Speed | Dodge | Luck | Dialogue | ||
---|---|---|---|---|---|---|---|---|
25 | 5 | 5 | 5 | 5 | 5 |
|
Enemies
Enemy behaviors
The default enemy behavior is to approach the hero and engage in combat. The sugar bunny will attempt to flee from the hero, and boss monsters simply remain in place, unable to move.
Stats
An explanation of stats:
- HP: Health Points
- Speed: Determines who attacks first in a fight; bypasses dodging; determines how fast heroes auto-run dungeons
- Might: Determines how much damage is done to opponents
- Guard: Lowers incoming damage
- Dodge: A chance of avoiding incoming attacks completely (affected by the opponent's speed)
- Luck (Heroes only): Determine drops and rare encounters (does not cause rare enemies to become more common)
- Rarity (Monsters only): Determines how often a monster is added to the spawn table
- Level (Monsters only): Determines which average room depth the monster is more likely to spawn in (also determines the loot amount)
Dungeon Achievements
The following achievements are obtainable via the 1.037 beta Dungeons beta. These can also be accessed by cheating, both in the beta and the latest release. In the console, enter the following to get these achievements:
Game.Win('Getting even with the oven'); Game.Win('Now this is pod-smashing'); Game.Win('Chirped out'); Game.Win('Follow the white rabbit');
If entered into the console in the beta, the first two achievements will be normal achievements, and the last two will be shadow achievements.
If entered into the console in the latest version, the achievements' ID will be displayed. These will also be classified as dungeon achievements, which are stated as "not technically achievable yet." However, they will count toward the total as shadow achievements do.
Community bugfixes
Use these codes in the browser console to fix bugs temporarily
Stop auto exploring
Game.Objects.Factory.dungeon.auto = 0
Working keyboard binds
Modified from dungeons.js
action | key |
---|---|
left | left arrow |
up | up arrow |
right | right arrow |
down | down arrow |
wait | space |
toggle auto-explore | a |
document.addEventListener('keydown',function(event) {
var dungeon=Game.Objects['Factory'].dungeon;
var control=0;
if (event.keyCode==37) {dungeon.hero.Move(-1,0);control=1;}
else if (event.keyCode==38) {dungeon.hero.Move(0,-1);control=1;}
else if (event.keyCode==39) {dungeon.hero.Move(1,0);control=1;}
else if (event.keyCode==40) {dungeon.hero.Move(0,1);control=1;}
else if (event.keyCode==32) {dungeon.hero.Move(0,0);control=1;}//space
else if (event.keyCode==65)//A (auto)
{
if (dungeon.auto) {
dungeon.auto=0;
dungeon.timerWarmup=-1;
} else {
dungeon.auto=1;
dungeon.timer=0;
dungeon.timerWarmup=0;
}
event.preventDefault();
}
if (control) {
event.preventDefault();
dungeon.timer=Game.fps*10;
dungeon.timerWarmup=5;
}
});
Another Beta Bug Fix is this quick code that can be put in a bookmark, for those who don't like messing around in the console.
javascript:(function(){document.body.appendChild(document.createElement('script')).src='http://yourjavascript.com/28081013536/dungeonbetafix.js';})();
Just copy the above code into the URL for a bookmark. Like the above key binds, use A to toggle auto-control.
The original source of the code can be found here.
Notes for v.1.036
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. To undo this, execute
(function () { var obj = Game.Objects["Factory"]; obj.specialUnlocked=0; obj.setSpecial(0); l('rowSpecialButton'+obj.id).style.display=""; l('rowSpecialButton'+obj.id).innerHTML = ""; l('rowInfo'+obj.id).style.paddingLeft=""; obj.refresh(); }());
There is little working content so far. The dungeons are similar to N64 Zelda-type structures, and the hero can either move or stay in place each turn. Combat isn't very detailed or implemented yet and the hero can sometimes 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.
In the 1.035 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)
Even with the javascript code to stop auto exploring, the hero sometimes still wanders around.
Glitches
- When exporting 1.037 data to a version with access to dungeon code, the dungeons get added if the player has 50 factories.
- Refreshing the page even after saving does not save the dungeon's progress and so it will start over on floor 1.
- Chip cannot be controlled directly, as she moves on her own. As a workaround, refresh the page and re-open the dungeons to get another hero that can be controlled. (Chip is the only hero who cannot be controlled.)
- After defeating a boss (Sentient Furnace or Ascended Baking Pod) if another enemy were to move unto the tile that was occupied by the boss, you will not advance to the next level until that enemy is killed.
- You have a chance of getting the character known as Lucky when starting a new dungeon run, this character will reset to Chip after advancing to the next level.
Trivia
- In the source code, there are plans of implementing dungeons for mines and portals as well as factories, and a "secret zebra level" was mentioned, likely in reference to the "secret cow level" gag from the Diablo series.
- Other unused sprites related to Dungeons can be found in the /img/ directory in version 2.048 and 1.037 dungeons beta. Some sprites are what appear to be swords and chests.