The Windows version of Dungeons of Dredmor has now been updated to patch 1.0.5. (OS X users: we’re having one last Lion Issue, so we are working hard to resolve this; you guys should have your patch either later today or tomorrow. Probably tomorrow.)
Let us know what you think in the comments. Also please remember that this is not intended to be the end-all and be-all of fixes; this simply addresses everything we got done. (I have another one hundred and thirty seven issues, of varying levels, in the bugtracker, so we’ll be addressing your favourite issues as soon as we can.)
Changelog below. We’re pretty sure we did some other stuff that we’re forgetting.
EDIT: There will also be a leaderboard wipe in a bit.
EDIT EDIT: The leaderboards have been reset. Have fun, folks.
- FIXED: Game not correctly processing some right clicking mouse clicks. - FIXED: Lag due to blood splatters. - FIXED: Dual wielding was not working, in particular the last skill. - FIXED: Shield bearer skills were not correctly granting passive attributes. - FIXED: A number of screwed up achievements in the "skill set" categories. - FIXED: Warrior health (and other things) were not being calculated correctly. - FIXED: various spells not working due to having incorrectly set sight buffs. - FIXED: primary skill buffs were not passing their bonuses through to secondary skill calculations. - FIXED: Item duplication bug when hitting "0". - FIXED: incorrect item values for Cybertronic Amulet. - FIXED: incorrect item values for Dark Orb. - FIXED: being able to save and quit the game after your death. - FIXED: nightmare curse not actually putting monsters to sleep (or correctly triggering the DOT) - FIXED: narcosomantic induction not always putting monsters to sleep. - FIXED: SHIFT-Click mode, when turned on, doesn't correctly handle SHIFT-Clicking as regular clicking. - FIXED: unliving walls do not become permanent blockers after saving and re-loading the game. - FIXED: stacked necronomiconomics penalties prevent the player from disabling his other buffs. - FIXED: right-clicking, off turn, causes left-clicking behaviours.. - FIXED: infinitely long Diggle health bars. - FIXED: monsters not dying when affected by buffs that reduce their HP (acid burn, etc.) - FIXED: monsters who are stunned or asleep can no longer dodge, block, or counter-attack. - FIXED: blank pedestal spawning in the Tomb of the Unknown Hero. - FIXED: certain weapon powers from Krong never activated - FIXED: various ways in which the player could abuse the shopping system - FIXED: some items becoming stackable after you put them in crafting tools. - FIXED: potion stacking stops working after you save, reload, and put it in a craft tool. - FIXED: vampirism causing haywire (or crit buffs); normal spellcasting NOT haywiring - FIXED: bad text in wand, potions tutorials - FIXED: KRONG text no longer mentions crafting skill - FIXED: starting part of Monster Zoo music wasn't playing - FIXED: This Translation Is All Wrong! wasn't clearing damage effects on weapons, causing massive damage stacks - FIXED: a number of spells were not correctly applying blasting damage (Thor's Fulminaric Bolt, for instance.) - FIXED: Vampires are no longer told to "eat food to regain health." (Now they must dreeenk blaht.) - FIXED: double "bad weapon" penalties. - FIXED: a bunch of monster inheritance issues. - FIXED: crash on fullscreen with OS X 10.7 - FIXED: crash while SHIFT-clicking with an object that you have just auto-looted, with auto-loot enabled. - FIXED: various other issues with the auto-loot. - FIXED: Various issues with WASD move-to-open. - FIXED: Lutefisk cube behaviour is now consistent with regards to stacks versus individual units. - FIXED: game crash when using non-standard characters in character names. - FIXED: empty tiles appearing in room definitions. - FIXED: dual wield and counter chance.. - FIXED: mysteriously appearing broken doors. - FIXED: buffs that cannot be dismissed. - FIXED: auto-looting for lockpicks. - FIXED: multiple on-hit triggers on corpses. - FIXED: items get deleted when clicking in inventory and holding down CTRL. - FIXED: don't let the game run in resolutions with y resolution < 600. - FIXED: Dying at the hands of Lord Dredmor no longer gives you the "Thrusty" achievement. - FIXED: the Thrusty achievement now works. - FIXED: Mark of Chthon and Magic Steel now correctly buff in a way that scales with magic power. - FIXED: traps triggered by monsters applying buffs to the players. - FIXED: pets give you XP when you kill them. - FIXED: curses on monster stacks cause madness. - FIXED: game launcher uses 100% CPU - FIXED: Fine Bronze Cuirass has incorrect stats. - FIXED: issues with ALT-TAB and SDL causing certain things (quicksell, stack split) to stop working after leaving and returning to the game. - FIXED: bolt recovery now works for crossbow users on all hits, not just death. - FIXED: thrown item recovery now works for all thrown items on all hits, not just death. - NERF: Using a wand now disables invisibility effects. - NERF: The Obvious Fireball has been Nerfed more obviously than the last un-obvious Nerf. - NERF: This Translation Is All Wrong! now enacts a Terrible Price. Also, we got to make another Marcus Brody joke. - NERF: added some more resistances throughout levels to require you to use at least two spells to beat the game. - NERF: Hand of Belimawr is no longer stackable. - NERF: Alchemy, in various small, cruel ways. - NERF: "This Translation is All Wrong" saps magic from items, occasionally. - BUFF: Psionics gets magic resistance. - GAMEPLAY: Nerfed, then buffed, Vampirism. It's sort of about the same, really. - GAMEPLAY: More fire resistance on Level 9 monsters. - GAMEPLAY: Black Pearls can now be ground into chalk. Interestingly, this is not a flight of fancy but is based on Science. - GAMEPLAY: Heavy armour gives greater magic penalties, but offers more piercing resistance. - GAMEPLAY: Heavy armour also reduces nimbleness. - GAMEPLAY: the Jingly Jangly Staff of Crystals now requires alchemy instead of smithing. - GAMEPLAY: Lutefisk balancing changes. - GAMEPLAY: Tinkerers can now make Black Powder. - GAMEPLAY: Robots now do electrical damage. Because, you know, they're robots. - GAMEPLAY: Blobbies now leave Acid Pools. - UI: Kill the Tutorial Pop-up at the start of the game if you've seen it once. - Monsters have an expanded vocabulary. - The Bony Wand is now not quite as awful. - Lord Dredmor is now nastier. - Added a new, fun monster to Level 10. - Added craftable thrown weapons. - Added slightly more informative vending machine tool text. - Game renders all text using UTF-8 internally, for the Japanese Translation teams. (Ganbatte!) - Upped Pyrokinesis damage. - Made acid traps marginally less deadly. - Fixed zorkmid scaling drop rate. - Changed graveyard text so people no longer think their scores are negative. - Weapon and armour stats have been given some more love. - Elven Ingot Grinder is now affected by alchemy, not smithing or tinkering. - Alchemists now start with an Ingot Grinder, giving them more rubbish than any other class. - Adjacent monsters now display health bars consistently. - Trap outlines are now drawn on top of walls when they are obscured. - ALT-click will now split stacks in the inventory. - Added a new minimap interface, and some minimap icons for Lutefisk Shrines, quest statues, Anvils, etc. - Added some more rooms of Fun. - Added some rings and amulets that give Necromantic Resistance, for those days when you need Necromantic Resistance. - Pet AI improvements; your Moustache Golem now longer has the intelligence of a protozoa. (We're now at "easily frightened wombat") - Added more achievements. - New throwing item recipes. - Added a reward for clearing a Monster Zoo. - Autoloot toggle moved to config screen. - Added "DIGEST" button for automatic digestion of foods. - New "Random Skills" icon.
FINALLY! π
Btw, shouldn’t the patch be 1.0.4 and not 1.0.5?
We had to bump the save game revision twice during the beta. So 1.0.5 it is.
Yeeeees. I have been waiting for this for quite a while!
It better not crash when I run it. And if it does, I want an achievement for it!
Yay, thank you very much. Having so much fun, all the changes look ace.
Crashes when I try to load my old game π
… hmm, so far you’re the only one. Send it to contact@gaslampgames.com please?
Sure, I just need to find where the saved games live.
“I didn’t ask for this” -> “I didn’t axe for this” ?
(he IS using two axes, after all…)
I’m having fun with it, and so far so good 8-). Thanks for all the hard work!
Works fine with my old game. However, Brax looks suspiciously like a certain lich of ill fame… did he get a facelift?
Loaded a game where I was on Level 7 that I was breezing through because I stole a tier 10 weapon from a shop and, after the patch, things aren’t quite so breezy. Seems like the difficultly level was kicked up a notch as some monsters seem to be doing more damage and the fireball has obviously been nerfed a bit. Seems like I’m using twice to thrice the magic and about 1.5 to twice the health to do the same amount of damage. Crap…I died…
Digest button = killed by a cold carrot button.
I noticed there’s a mod folder in Dredmor folder, as well as icons for Airmagic, Animalslayer, Battlemage, Earthmagic, Firemagic (rather than Promethean Demonslayer, Mageslayer, Two-handed, and Veggieslayer. There’s also a good bit of info about some skills that have yet to be implemented. Can any of these things be verified as .6 content or is that far off content?
Signed~A curious customer.
These are all skills that were cut during development, some because they were boring (Earth Magic, Fire Magic, etc), some just for time/implementation issues.
Some of these will appear in future content patches or expansion(s) but no hard plans have been made.
Ah, good to know.
I think the biggest thing that I’m looking forward to are the mod tools, which will definitely extend the lifespan of the game. I’ve messed around a little with the tweak, skill, spell, and template xmls and can tell that this game has excellent mod potential. I think that’s what has kept me from going back to Terraria is their lack of mod tools.
Great job so far!
Signed~A satisfied customer.
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Is there a more accurate ETA known for the OS X patch yet?
I second this. My Macbook is feeling left out of the fun. π
Thirdin’ this! Been deliberately avoiding playing this, holding out for these bug fixes. Really keen to give it another go…
New crafting recipes are not available (not visible, anyway) on my old character.
Good job on the update, I just started playing this game 2 weeks ago and have been hooked ever since. I am new to “Roguelike” games and I really like it. I was actually really wanting to be able to put self notes on the minimap so I could remember where stuff was but you took care of that, so thanks again.
*Curious if you thought of adding some random Mini Bosses leading to Dredmor, maybe every 2 floors.
*Do you plan on making graphical changes in the future? Possibly showing equiped items so we can admire our chainmail, robe, leather etc. same with weapons?
*Using leap sometimes shows as a red square instead of yellow yet I can still leap in that position, is this intended?
Hey, thanks! Glad you’re having fun.
1. Minibosses would be cool. We’ve talked about it. It’s on a list somewhere.
2. Regarding changing character apparence,
please have a read through this post: http://www.gaslampgames.com/blog/2011/07/14/crashes-cynical-brit-feature-request-faq/
3. Knightly Leap: Well, so long as it works. I’m pretty sure the square targeting colour code is quite old, and the knightly leap ability is a bit of a hack on top of it, so who knows.
Stack split via ALT doesn’t work on Ingot Press.
Oh and btw, awesome patch ofc! Started playing again now, I just realized that the laggy bloodsplatters annoyed me more than I was aware of …
Tools are weird, and it’s easier to make them non-splittable as opposed to making them stackable, from a code perspective. (This one’s on me.)
Really, you just shouldn’t be allowed to stack tools. I’m on it for 1.0.6.
Zoos are still buggy ;(
In 1.4 after changing the level etc. the counter wouldn’t drop. In 1.5, the first zoo I cleared (opened and closed the door and came back after a while, also went to back to lvl 1 once), the counter was totally gone. And I also didn’t see any sign of a reward.
ARGH!
ps: gotta love the new “triple learn-a-new-craft”-rooms π
hi, i have to say that Psionics is now overpowered. your first spells just makes damage and stuns your opponents for 1 mana after a few levels. thats too strong and its too easy to kill monsters.
yes, it is enough if the opponent is asleep. Good to get away.Btw very good game:)
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Patch works quite well! I like the new changes.
I think the game has gotten a little more well balanced, I seem to be able to survive for longer. Or maybe it’s just because I took such a long break.
Still noticing that bug that causes loot to spawn inside object, though. Didn’t get to loot an apple on floor one. Very aggrevating.
I would also think it necessary to add a tool-tip to the ‘digest’ button to tell us if there are any side-effects to using it.
Also, when I load my pre-1.05 savegame Brax turns into some kind of wizard.
Quests or a quest broken with patch.
Saved game had a quest to use an item on a shrine. After patch cannot use the item on the shrine to complete quest.
Quest: Use Zoorho, the Poetry of Lutefisk on the Eyeball Shrine [Level 7]
I’m assuming the problem is with the latest patch because I had no problems completing this type of quests prior to the patch. I can drop the item on adjacent squares, but cannot drop it on the shrine to complete quest.
This might be limited to saved games. I started a new game to test and have only gotten quests to use an item for summoning a boss, which have worked, but not any quests to just use the item to complete the quest.
Any news on the OSX patch? Still on 1.0.3 here…
The achievement “The Critic” doesn’t appear to be working, just so you know. Not on OSX anyway. Though finally being able to shift-tab out is very, very welcome.
OS X update is up, thanks devs!
This patch really fixes so many things, but I had an odd stacking issue. I had two fruity staffs (those really make my day) and when I sorted my inventory they stacked together. The one that was enchanted reverted to it’s default stats as well.
i loaded my save game from 1.0.3 to 1.0.5
now here are the bugs i found
Brax-wrong image(image of dredmor); wrong description (description of dredmor; if you went inside of any shop of brax, even if you didnt pick up/buy/dont buy/touch something the time you got out your a stealer
Dredmor-wrong image(image of robot monster); wrong description(description of robot monster)
Game-occasionally crashes in some places of any maps
Ending-no ending will happen if you kill the dredmor(robot) it will be lag or game crash
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anyway the updates was really good…
nice one gaslamp team!
more power!
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P.S.
i already finish the game @ exactly lvl19 (lvl23 now) of my 4th char.
because my 1,2,3 are all dead w/ permadeath on
this game is one of the best classic rpg game w/ very nice BMGs
Had the same issue with Brax becoming Dredmor. I was already testing out the changes to shoplifting, so I didn’t realize there was a bug there. When he aggro’d, I was able to kill him surprisingly easy. Upon doing so, the game granted me credit for winning. Fanfare and ending screen and all.
Don’t know if this has ever been brought up, but ive noticed if you dual wield a weapon you have skills for you get the bonuses twice, but if you hold two shields you dont get the shield bonuses twice.
That doesnt seem right. π
Great job on the patch! Though from reading through the comments it seems that older saves are supposed to work in this update? When the game updated it no longer showed my saves in the load list. π
I noticed that objects can actually block stairways that lead down.
In theory, it could make getting to the next level impossible … Or make the player end up getting stuck if he goes up? Haven’t tried that last part yet.
Have screenshot, will send.
Also, is there a reason corses disappear so quickly? Seems somewhat unfair to vampiric players.
Bueller? Bueller?
So saving with Meat Shield on with little health gives you a save that has you die on load up because the buff gets turned off π‘
I’m having trouble running the game fullscreen on a macbook pro OS X 10.5.8 The screen turns white and I hear the music but there’s no picture. Before the 1.0.5 patch it worked fine. It does run in windowed mode, but I really prefer fullscreen. I have tried the -opengl command line in steam, but that does not help. Is there anyone who can help me with this please? Besides that, great patch and great game! π
Hey, I was wondering if you could do a change to the scoring system within the game? Like separate columns or tabs for the different difficulty options available and the scores you achieved on those difficulty settings. Just something that probably should have been in from the beginning to be honest.
Hi. I noticed mention of a Japanese translation. I’m studying Japanese, so a chance to practice reading while dungeon crawling sounds great to me. Is there anywhere I can find information about the translation’s status?
This probably isn’t new but there’s a bug that a satanic displacement glyph can teleport to itself (ie. nowhere).