Author Topic: Dungeons of Dredmor/RotDG/YHtNtE/Conquest of the Wizardlands (now at 1.1.3)  (Read 11571 times)

getter77

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http://www.gaslampgames.com/

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In ages long past, the Dark Lord Dredmor was bound in the depths of the earth by great and mighty heroes. Centuries later, the magical bonds that hold him in place are slowly loosening and his power grows ever stronger. The land needs a new hero.

Unfortunately, what they have is you.

Step into the Dungeons of Dredmor and embrace your destiny. Face monsters the likes of which the world has never seen – the terrifying Swarmies, the undulating Thrusties, and the menacing Brax the Salesdemon. Find treasures like gold, magical weapons and armour, and lutefisk. Worship at the alter of Inconsequentia, the Goddess of Pointless Sidequests. Discover the power that can be had by wielding a bizarre armament of devastating weaponry such as the Interdimensional Axe, the Plastic Ring, and the Invisible Shield (if you can remember where you left it). Wield shoes decorated by the Dwarven Glittersmiths, all of whom have now committed suicide because of their shame, and embrace the joys of destroying giant moustache-wielding brick demons with a mace decorated with tawdry, delicious bacon. While you’re at it, be prepared to die. A lot. In hideous, screaming pain that makes you throw your keyboard out the window.

The Dungeons of Dredmor await. Are you ready for them?

Features:

    * Classic Roguelike gameplay with the sweet, refreshing taste of point-and-click interfaces. No longer must you press CTRL-ALT-SHIFT-x to drink a potion.
    * Randomly generated dungeons entice you with the sweet, sweet promises of treasure and … things.
    * Old-school pixel goodness. Face lovingly hand-animated monsters and enjoy the great taste of beautiful, individually rendered items on top of a sea of gorgeous, potent tilework.
    * Achievements so impossible that you’ll never even figure out what they ARE, never mind how to get them.
    * Infinite replay value: choose from a selection of mind-boggling skills to create your character. A new gameplay experience awaits every time!
    * Did we mention there’s lutefisk?

$4.99 USD for PC, Mac, Linux

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In the lowest layers of the Dungeons of Dredmor, deeper than any man or woman has ever previously explored, lies the Realm of the Diggle Gods: giant, muscular things, created by the First Diggle in days of old, throbbing with potent gristly muscle and waiting to lay waste to any adventurer who dares to cross their path.

Deep within their underground temples, Lord Dredmor plots the next stage in his campaign of merciless brutality and world-terrorizing.

He’s probably sitting on an egg while he does it. There are a bunch of very large eggs down there, some of which are quite comfortable.

With six new skill trees, five new dungeon levels, a dozen new monster types, over one hundred new items, and a host of new rooms, features, and traps, the Realm of the Diggle Gods will challenge any adventurer – from a novice sword-poker to an advanced master of the arcane arts.

The Diggle Gods await your worship. It’s a very nice dungeon you have here, and it’d be a shame if anything happened to it.

Key features:

    -Six new skill trees: Veganism, Big Game Hunting, Werediggling, Emomancy, Piracy, and Demonology.
    -One Hundred New Items! .. ish.
    -Five new dungeon levels, in a variety of flavours!
    -New mysterious portals that lead to places that will kill you!
    -New scriptable rooms, providing joyful puzzles and traps!
    -A dozen new monster types to fight!
    -Polymorphing!
    -And More!

$2.99 USD PC, Mac, Linux
« Last Edit: July 10, 2013, 10:49:22 PM by getter77 »
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getter77

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Re: Dungeons of Dredmor (now at 1.0.10)
« Reply #1 on: April 05, 2012, 12:40:20 AM »
1.0.10

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Dredmor 1.0.10 Status; The Future
April 4, 2012 by Nicholas Vining

Dungeons of Dredmor has now been updated across all distributions and all platforms: Steam, the Humble Download Page, Desura, and GameFly (our bonus new distributor!) So far, the only problem we are aware of is that the skills for Realm of the Diggle Gods are not installing correctly in the GameFly build only; we are looking into this with Gamefly, and hope to have it resolved as soon as possible. There have also been reports of some people being able to wear cheese as armour, but that’s neither here nor there.

The full change log for the patch is reproduced under the cut. If you have any feedback on the new patch – balance changes and complaints, bug reports, praise, suggestions, or simply wish to enjoy the complementary Lutefisk samples, please don’t hesitate to let us know on our forums.

So what do we do for an encore? Stand by for … three announcements.

In the mean time, why not buy some shirts? (Or, for that matter, stickers.)

    STEAM: Steam Cloud support!
    STEAM: All save-games are now cross-platform, as part of Steam Cloud support. Your old save games *should* work, but if you are worried please send your hero to a gruesome death before installing the update. (Beta RC games: will not work. Sorry.)
    FIXED: Invisibility now works as it says on the tin.
    FIXED: Blackjack works again.
    FIXED: Breakable walls survive after being loaded and saved.
    FIXED: added a flag to targetHitEffects that lets said effects apply before, or after, the hit calculation. (i.e. to fix Blackjack)
    FIXED: player hit effects on items (Anemone Belt, Spiky Belt, etc.) now work
    FIXED: Bookshelf crashing w/bony wand recipes.
    FIXED: “Playing for Both Teams” achievement now works.
    FIXED: You can now load more than one mod at a time on OS X.
    FIXED: Item spawning on Levels 11-15 now works correctly. You can now have item levels up to level 20.
    FIXED: a number of timing exploits.
    FIXED: a number of load/save corruption issues.
    FIXED: Uberchests not opening after you load and save.
    FIXED: The Mace of Windu now uses the correct art.
    FIXED: Installing all the skill mods will no longer overflow the main mod loader screen.
    FIXED: Area of effect related crashes.
    FIXED: Game lockup when fire fields or other damage fields are deployed off-screen.
    FIXED: Mods can now load manTemplateDB.xml.
    FIXED: Monsters in mods now load correctly.
    FIXED: Crash when doubly polymorphed.
    FIXED: You can no longer eat your own belt by right-clicking it. Really, this time.
    FIXED: You can now start the game with pants.
    FIXED: Magic reflection is now in! It reflects missile spells. Go nuts.
    FIXED: The game will now remember which mods have been loaded.
    FIXED: The game will now remember if Disable Click-To-Move is activated.
    FIXED: Disable click to move also disables auto-walk to doors.
    FIXED: Plunder (Diggle Gods).
    FIXED: Invisible Geometries now works as intended.
    FIXED: Invisible Geometries now also drains mana.
    FIXED: Pacify effects now respect the amount tag (Emomancy: “Depressing Elemental Blast” now works better.)
    FIXED: Polymorphing now longer closes all of your windows.
    FIXED: Don’t allow “_” or “.” in the hero’s name.
    FIXED: Haematic Phylactery now works as intended.
    NERF: Cheesy Omelette HP restore down from 56 to 36.
    MECHANICS: Blungecap Vampirism now does Necromantic Damage.
    MECHANICS: Holy Hand Grenade is entirely rewritten.
    MECHANICS: Bleedout Pain is now an amountF tag.
    MECHANICS: Buffed alchemy tree passive bonuses.
    MECHANICS: Wand Lore now also grants additional Magic Resistance.
    MECHANICS: Various things now scale by things other than Magic Power.
    MECHANICS: The books “The King in Yellow” and “Malleus Maleficarum” may not immediately kill you any more.
    MECHANICS: Added a bunch of new types of buffs and proccable effects.
    MECHANICS: Big Game Hunter and Fungal Arts now work slightly differently.
    MECHANICS: Changes to combat ordering. The new combat ordering is as follows:
        If you dodge, no damage.
        If you crit, and your opponent counters, no damage. If you crit and your opponent blocks, normal damage. Else, critical attack.
        If your opponent counters, counterattack!
        If your opponent blocks, 1/2 damage.
        Else, normal damage.
        At present, this only affects melee combat.
    MECHANICS: Changed behaviour of Haematic Phylactery.
    UI: Ubercrafting now has filters, which can be highlighted and toggled.
    UI: Autosaves now auto-save once every 5 minutes, in addition to going up and down stairs.
    NEW CONTENT: some new rooms.
    NEW CONTENT: A bajillion new recipes.
    NEW CONTENT: A bajillion evil traps.
    NEW CONTENT: a high-level shield because there was an extra craftDB entry David didn’t want to delete.
    NEW CONTENT: Some new monsters on the Diggle God expansion floor levels.
    NEW CONTENT: Hungry and Thirsty Diggles will now drink your booze and eat your food.
    SYSTEMS: Upgraded to SDL version 1.2.15. This fixes a bunch of bad things that happen on OS X.
    SYSTEMS: Rewrote the entire audio engine, fixing various lag issues and lurches when loading from disk.
    SYSTEMS: Removed previous image loading library.
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getter77

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Re: Dungeons of Dredmor(+)Realm of the Diggle Gods (now at 1.0.11)
« Reply #2 on: June 06, 2012, 12:13:52 AM »
1.0.11

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CORE:Astrology:Made it a generally more appealing skill line.
CORE:Tinkering,Smithing,Alchemy,Wand Lore:Extended each crafting skill by one point,gave more passive bonuses.
CORE:Re-arranged and rebalanced Fleshsmithing skill line. New skill order:

Zombyfycation
Knit Tissue
Fleshbore
Meatshield
Corpus Burst
Miasmatic Putrefaction

CORE:Zombyfycation is now an area-effect spell. Summon more Zombys.
FIXED:dodging a monster attack will no longer trigger hungry/thirsty diggle attacks,other onhits
FIXED:not-working Wand Lore bonus will no longer show up on artifacts.
FIXED:the deprecated wand lore tag is now,finally,dead. Long may it rest.
Made wands generally better,many effects now scale to Wandcrafting power
FIXED:Quest mob monsters spawning in walls,on things,generally causing a Ruckus.
FIXED:some issues with shopkeepers not appearing in the right area
FIXED:booze,food,consume buffs now work correctly;will not crash the game.
FIXED:Bolt Machines. We don’t know what this means,it just says “Bolt Machines”in our notes. Oh,well.
FIXED:attacking with a crossbow now correctly reduces the # of attacks on attack buffs.
FIXED:affectsCorpses flag now works correctly on most spells.
FIXED:Unarmed attacks now trigger,even if you have a crossbow.
CORE:Added code for YHTNTEP (You Have To Name the Expansion Pack.)
CORE:Added code to support Steam Workshop.
CORE:Do not let the user load save games with mods if they do not have those mods loaded when they create the save game.
FIXED:About a zillion crash bugs.
FIXED:dodging a monster attack will no longer trigger onhits
FIXED:Various zoo-related crashes.
FIXED:Thanks to the new XML Validator,all sorts of typoes and general things-probably-broken in XML now work as intended. All hail the Validator. (Thanks Todd!)
FIXED:Crafting UI autorefreshes when you open it.
CORE:Title screen re-exported without jpeg compression artifacts
CORE:Added splats for a bunch of monsters missing them.
CORE:Skills that should give lockpicks at start now actually give lockpicks at start (Burglary,Perception)

Realm of the Diggle Gods

Rooms:Added another two-lever choice room (so you don’t always know to choose the left lever).
ROTDG:Piracy is now…more interesting.
ROTDG:Piracy actually gives caddishness. For real!
FIXED:A broken craft tool tag or two.
ROTDG:Added splats for a bunch of monsters missing them.

You Have To Name The Expansion Pack

It now exists! (And lots more is explained in the relevant post.)

Steam Workshop

It now exists! (And lots more is explained in the relevant post.)

You Have to Name the Expansion, which is FREE:

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What’s new? Here’s what:

    Rebalancing of many original skills (now you can smith more flesh into zombys with Fleshsmithing, find more loot with Perception, fire more cannons at the same time with Piracy, and much more)
    29 new skills in 4 skill lines from the minds of mad Dredmor modders
    100+ new rooms filled with Tesla coils, lots of breakable stuff, and fine dining furniture (which is also breakable).
    20 new monster variations (including one new monster type)
    30 new crafting recipes
    47 new items from the Clockwork Grappling Bolt to the Rusty Caltrop Eruptor Trap

You want to know the details? Well it’s a good thing we have all kinds of details:

    Battle Geology, a wizard-like warrior skill that involves killing people with rocks and a solid appreciation for tectonics – by Null
    Clockwork Knight and Rogue Scientist, crafty steampunk skill lines that grow more powerful as your craft skills increase – by Ruigi
    Warlockery, the wizard skill for wizards who would rather be warriors and want to blow stuff up with brute force application of mana as well as a massive overhaul of a large number of core skills and abilities -by Essence
    Scads of twisty little rooms, all different, and decorated as befits the lich’s dungeon – by Bergstrom
    And a horde of new monster variations from Poorly Cloned Heros to Diggle Rocketeers - by FaxCelestis

Steamworks modding support:

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Create and share all new monsters, items, skills, spells and dungeon rooms!  Ever wanted an acid fireball?  How about a skill that summons Diggle mages?  A staff that explodes when you throw it and turns everyone who it kills into zombies?  Easy.  A trap that can only be disarmed by feeding it 10 gallons of Slivovitz plum brandy?  A magical pear that summons a magical orange that summons a magical apple that summons the original magical pear?  That’s more like it.

The Steam Workshop is a place designed to make it easy to find, play, and share quality custom content created by other fans.  Simply head over to the Steam Workshop page, find a mod that you would like to play, and hit “Subscribe”.  The mod will be downloaded to just the right spot, and upon loading Dredmor you simply hit the “Mod” button on the launcher and pick which ones you want to load.

Or, if you want to try your hand at your own creations, head over to Dredmod.com and take a look at some tutorials on how to craft your own!  We’ve included information on how to make and upload a mod, as well as some of the code that you can use to create completely unique content.
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Darren Grey

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I love the fact that you do actually have to name the expansion pack - a really novel bit of humour from the Dredmor dudes  :)

getter77

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Conquest of the Wizardlands Expansion!

Incoming: Pretty Darned Quick for $2.99

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Gaslamp Games is pleased to announce another entry in its ongoing series of hastily-named expansion packs: Dungeons of Dredmor: Conquest of the Wizardlands.

We had so much fun releasing Realm of the Diggle Gods last year* and the ridiculously under-priced You Have To Name the Expansion Pack (with Steam Workshop support) two weeks ago, that we decided to do it all again**.

* AKA “The Year With No Christmas”
** This time for real money rather than Digglebucks. Why? Because Nicholas’ voracious coffee addiction doesn’t pay for itself.

For the past four months, a secret strike team of game development commandos has been secretly crafting arcane components into something for you… something about wizards. Something about their lands. Yes, this summon you must join the Conquest Of The Wizardlands.

New Features:

    -Explore the Wizardlands! Trade Wizarding Graffiti with your friends and enemies alike to gain access to the fractured extra-dimensional domains of the Wizards using an innovative retro-inspired magic password system.
    -Harness the expanded storage space of your very own Pocket Dimension where interdimensional gnomes probably won’t steal all your crafting-junk.
    -Encrust your Equipment with our powerful new Encrusting System! Upgrade weapons and armour with powerful crusts, offering special abilities and horrifying instability effects as crust is encrusted upon crust!
    -Tackle new foes from the terrifyingly fun Baron Samedi to the small and annoying Cloud Gremlins who shoot small and annoying lightning bolts at you! Beware the Monstrous Rutabaga, scourge of the Vikings, who will run you down at unexpected speed with the monstrous dash ability.
    -Drunkenness!
    -New trophy screens, including a rewrite of the achievement system for off-line play (and people not using Steam)
    -Two new weapon types: Daggers and Polearms! (No really, they’re not Swords and Staves anymore!)
    -A whole WHACK of new Skills: Daggers, Polearms, Bankster, Communist, Paranormal Investigator, Magical Law, and more!
    -Minibosses!
    -A small, pleasant handful of usability fixes! (Which everyone with the core game will get for free, naturally.)
    -Enhanced sneakiness, monster sight cones, and alertness levels for more roguish gameplay! The only thing missing is a box you can carry around to hide in — unless you count an extra-dimensional box (see the first item in this list).
    -Diggle Hell. It’s a real place.

They just keep on polishing and duct taping things on in a marvelous fashion.   ;)
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getter77

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v1.1.1

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As is the Gaslamp Games tradition honoured by our ancestors, with the release of an expansion (maybe you’ve heard of it? Wizardlands?) we are also adding and fixing a bunch of stuff in the core Dungeons of Dredmor game.

The patch will go live alongside Conquest of the Wizardlands, which will be launching very very very soon.

Some choice highlights:

    -Two new skills and weapon types have appeared: Daggers and Polearms!
    -Larger UI controls are now on a per-element basis, rather than a global setting.
    -Minibosses has been added!
    -Nerfed Promethean Magic again!  We can’t send eagles to attack your abdomen so this is the best we can do.
    -Oh, and we added a Raven.  I guess we could have used that, but it get its own bullet point.
    -Added a Pocket Dimension for all your storage needs!  Requires finding a suitable set of Wizard’s keys.
    -Total rewrite of savegame system.  Saved games are now stored in directories, and mods are now embedded in those saved games.  Now, when your Steam Workshop mods update, it won’t update in the game you have been playing (which was a bad idea).
    -Mods published to the Steam Workshop are now automatically tagged to describe their content (new rooms, skills, monsters, et cetera).

Full changelog after the break.
Core

    SKILL: Two new skills, Daggers and Polearms.
    SKILL: Accompanying new weapons for the Same.
    Skill: Shields: Defensive Bash changed to scale damage by block%
    FIXED: Fiery Wand now properly scales damage with Wandcrafting
    CORE: burn=”1″ effect removed from game, replaced with “On Fire” debuff.
    FIXED: made some more sconces unpushable
    ITEM: Bolt of Mass Destruction: uses a more correct Blinding Flash effect
    UI: New screens in-game for achievements
    UI: 2X controls are now on individual elements, instead of a global setting
    UI: Character window can now be dragged around the screen.
    UI: Crafting now has useful tooltips.
    UI: Lutefisk Cube now also has a tooltip.
    GAMEPLAY: Miniboss support.
    FIXED: Glacial Burst Trap
    FIXED: position of “Digest” button on 2X UI widget
    FIXED: Blackjack. Again. Hah.
    NERFED: Promethean Magic. Again.
    UI: You can now choose your title screen.
    ART: Raven sprite moved to Core game.
    ART: Raven sprite now slightly colorized.
    SFX: A bunch of new sound effects.
    UI: Crafting now has a button to access it on the belt panel.
    UI: Buffs that are stacked now display the # of buffs in a stack, and provide a visual cue
    UI: Page count now exists in the Tutorial list
    GAMEPLAY: Drunkenness. It’s a thing.
    GAMEPLAY: Monsters now have a sight cone, and sneaking now works better. Monsters have two states, “suspicious” and “attempting to kill you.”
    GAMEPLAY: Added a Pocket Dimension, for your Storage Needs! Find a suitable set of Wizard Keys.
    GAMEPLAY: Added new achievements! (Nobody expects these to work at this point, do they?)
    MODS: Added “buff type” hints for removing buff effects from a particular skill tree.
    MODS: Custom engravings now show tooltips if they have a description.
    CORE: Total rewrite of the save-game system. Save games are now stored in directories. At some point, we will load things one level at a time (and make our autosave significantly better); this was not done for this build, but the framework is in place.
    CORE: As an added bonus, loadsave.dat is now dead.
    STEAM: Various Steam Cloud issues.
    STEAM WORKSHOP: Mods are now embedded in save games, so that Steam Workshop won’t automatically update, overwriting your mods and breaking your game.
    STEAM WORKSHOP: Mods published to Steam Workshop are now tagged.
    FIXED: Unarmed combat bonuses applied even when using weapons.

RotDG

    SKILL: Level 5 Vegan will now only remove Vegan-related debuffs.
    SKILL: The Cure will only remove one random debuff intead of all debuffs.

YHTNTEP

    FIXED: Fixed a misplaced blocker in the Zomby Zoo
    SKILL: Made Essence of Battle removeable (and it’ll take all your mana if you do remove it).
    SKILL: Player can no longer resist Empowered version of Chronomantic Twist
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Legend

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I don't think it's technically available yet. I know it's supposed to be out today, but the main page said "soon".

getter77

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The had some launch woes earlier today, but it should be live on Steam at the least and making the rounds elsewhere in due turn----it is pretty much a launch day tradition at this point.   :P
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getter77

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v1.1.2


Quote
Dungeons of Dredmor Patch 1.1.2
August 23, 2012 by David Baumgart   

EDIT: Steam is the first out the door with the patch, in the middle of the night no less. Huzzah! — Nicholas

Coming at you from all available angles: It’s a patch!

Patch Notes

This should be up tomorrow morning on Steam, and trickling out across various other distributors as they get to it. (For some people it might be as late as Monday due to time zone changes, people taking the day off, the Pterodactyl Gods Festival, etc.) A collection of changes is below the cut.

A quick note regarding Desura: while Desura got correctly updated builds from 1.0.11 to 1.1.1 if you use the Desura client, the standalone builds didn’t get updated. This is due to a miscommunication between us and Desura about who puts them up; we’ll be putting up full builds on schedule for you from now on at the same time as we do the in-client uploads. Sorry for the incovenience. Many thanks to Andrew Ferguson for setting up our build machine so we can do this.

And now the changelog:

CORE:

    FIXED: various issues with saving and loading games, including but not limited to your inventory disappearing, your save games breaking, and you losing levels when entering or leaving the pocket dimension.
    FIXED: The Traditional Achievement Fixing Ritual has been performed. (Please join in at home by chanting to the Pterodactyl Wizards until you feel the icy grasp of their claws upon your shoulderblades.)
    FIXED: primary stats not being buffed by skills
    FIXED: game now runs correctly on machines with international localizations.
    FIXED: aggressively regenerate levels when a level has been deleted from a save game.
    FIXED: instructions now included on Magic Box pop-up.
    FIXED: sight radius could not be decreased
    FIXED: flickering up/down buttons in the skills tree
    FIXED: phantom slots on skills grid
    FIXED: crash clicking “next” on tutorial button
    FIXED: at low resolutions, wizard key falls offscreen at 2x mode
    FIXED: magic box could be exploited to steal from shops
    FIXED: Steam overlay not working in -opengl mode
    FIXED: missing expansion2 caused problems with expansion3
    FIXED: spell points could result in negative mana
    FIXED: dagger and polearm bonuses now only apply when wielding a dagger or a polearm
    FIXED: Confiscate Evidence allowed theft
    FIXED: rutabagas would dash repeatedly at you, either killing you instantly or locking the game
    FIXED: named monsters no longer spawn in Mysterious Portals in enormous piles
    FIXED: clicking the Digest button in the pocket dimension no longer freezes the game
    FIXED: item stacking problems
    FIXED: buff stacking problems
    FIXED: skill level is now actively checked when encrusting a weapon
    FIXED: when we add a steam achievement, we also add the local achievement
    FIXED: some local achievements
    FIXED: transmuting monsters could repeatedly set off traps
    FIXED: various other polymorphing monster crashes
    FIXED: Insufficient terrifying and foreboding graffiti on the walls. Added terrifying and foreboding graffiti to the walls in preparation for the Ominous Countdown.
    FIXED: Brittle stacks do not refresh after changing levels.
    FIXED: “Platinum Ring” removed from Lucky Find spawnlist because it doesn’t exist.
    Increased all monster perception values.
    Slightly nerfed first level polearm skill.
    Fixed polearm stance effects that weren’t firing.
    Made high level polearms harder to craft.
    Lucky pick automatically opens locked doors without requiring a lockpick, and no longer requires Lockpick Spamming.
    Radiant Aura, Magic Steel buff stacksize capped at 1.
    tweaked Healing Rain effect.
    tweaked This Root Shall Suffer to cause more suffering.
    Fixed some random spelling and grammar stuff.
    UI: darkened Krong popup dialog background to make icons easier to read
    UI: darkened resistance & damage extension widgets to make icons easier to read
    Master of Arms description updated to reflect chance of triggering “Suit Up”
    removed unnecessary skill category tags
    Tentacular Infestation bolt no longer infests you with tentacles when it hits other people
    Very Sharp Wall of Blades Stance now hits enemies with small amount of piercing/slashing when player is attacked

ROTDG

    Fixed Helm of Threepwood artifact quality
    enhanced the Broadside skill
    added a new sound for Broadside

YHTNTXP

    FIXED: Ravens now make proper sounds. Quothing is involved.
    FIXED: Mage’s Mana Maille buff stacksize capped at 1
    FIXED: All eruptors spawn fewer traps. It was getting ridiculous.
    FIXED: Clockwork Knight: teleport animations removed from movement-based spells
    FIXED: Puissant Veil now hits enemies with magic damage when player is attacked
    FIXED: Multiple, multiple issues with the Arcane Capacitor.  Who thought it was a good idea to have a spell with 200 lines of scripts for it anyway?

COTW

    FIXED: decreased monster charge attack damage (see: Deadly Rutabagas of Death)
    FIXED: Insurance Fraud issues when used on a corpse.
    FIXED: Encrustings would fire 100% of the time.
    Communist healing skill may now fire commie debuffs
    Hammer and Sickle can be found in the dungeon
    Hammer is now craftable
    Sandstorm nerfed (Sandstorm damages reduced, mana cost increased, additional player debuff added)
    Asp Empowerment buff changed to fire less commonly
    Damage scaling added to “Alien Weapon” skill
    added special craftable Communist Armour & Helm
    Bailout should now remove fiscal responsibility
    Pyramid Scheme can now trigger correctly
    Reform and Opening now actually pays out
    gave minor passive bonuses to Tourist & Paranormal Investigator
    added missing item definitions for Helm of Ultimate Knowledge and Shrat’s Helm
    added four new high-level daggers
    Added some more Wizardlands so we don’t keep running into that room with the Evil Clones all the time. (Wizardland Geometry may slightly change as a result.)
Brian Emre Jeffears
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getter77

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Pretty novel mod that has been reckoned:

ASCII Invasion

http://steamcommunity.com/sharedfiles/filedetails/?id=112213725

Quote
ASCII Invasion is a mod designed to greatly increase the tactical variety of any character exploring Dredmor's Dungeon, while still maintaining the humorous atmosphere and careful balance present in the unmodded game. Inspiration has been drawn from classic roguelikes (with more than a few cheeky references included) but no outside knowledge is needed to enjoy the new content. This mod is designed for the original ten floors only and does not require any expansion packs to play.

Features:
~ 51 regular monsters and 17 mini-bosses, all with unique spells or abilities.
~ 58 themed room layouts, including hidden lore.
~ 83 offensive consumables or equipment options, many with special effects.
~ 180 taunts. Just for fun.

For a full bestiary or non-Steam download, please visit Gaslamp Games' modding forum here: http://community.gaslampgames.com/threads/ascii-invasion-playtesters-requested.5419/

The bewilderment in the comments for it is highly amusing in a, "Oh, how far things have come..." way.
Brian Emre Jeffears
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In Training

getter77

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v1.1.3

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Nicholas has now taken over the blogpost to bring you A NEW DREDMOR PATCH. Finally, the damn thing is out of beta and we are ready to bring it to you, our users. Enjoy new features such as THE FOLLOWING CHANGES:

- Diggles now actually dig!
- FIXED: Dual wielding items could cause infinite status buffs.
- “Conversion” support. Items can now augment existing item definitions if they exist. See the mod request thread for syntax.
- FIXED: monsters attacking your summons left over from another level.
- FIXED: random crash w/aquatic monster spawning on entering a new room
- FIXED: mods with cooldown skills not working
- FIXED: bug with Essence’s Essential Skills Pack where kung fu-ing a door will crash to desktop
- FIXED: achievements button misaligned
- FIXED: Steamworks support for x86 Linux
- FIXED: other issues w/x86 and AMD64 Linux builds
- FIXED: Using the Lutefisk Cube on itself in the Pocket Dimension is now Even Cuter.
- Multiple scrollbars.
- FIXED: Inventory filters.
- FIXED: Wand repair achievement.
- FIXED: some monsters can no longer yield XP/treasure/zorkmids
- FIXED: crust tooltips not showing negative damage buffs.
- FIXED: Steam publisher working again. We think.
- FIXED: skills can now require you to have a certain sort of weapon (or shield!) equipped.
- FIXED: held item may disappear when trying to pick up item
- FIXED: stupid broken teaser graffiti
- FIXED: some other stuff? Things? Gah.

Enjoy! (Again, all new stuff is contingent upon us pulling a lever and having Valve process it. Caveat emptor.)
Brian Emre Jeffears
Aspiring Designer/Programmer/Composer
In Training