Category Archives: Dungeons of Dredmor

Impending Patch Changelog

Greetings Dungeoneers! We’ve prepared an approximate list of the things going into this week’s bug-fix patch. The patch should be circulating through all the usual distribution channels some time next week; We’ll let you know when it happens.

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: insurance fraud payout on dead corpses
  • 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
  • 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
  • “Platinum Ring” removed from Lucky Find spawnlist because it doesn’t exist
  • 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
  • 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 others
  • 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

  • Ravens now make proper sounds
  • Mage’s Mana Maille buff stacksize capped at 1
  • all eruptors spawn fewer traps
  • Clockwork Knight: teleport animations removed from movement-based spells
  • Puissant Veil now hits enemies with magic damage when player is attacked

COTW

  • decreased monster charge attack damage (see: deadly Rutabagas of death)
  • 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.)
Posted in Dungeons of Dredmor | Tagged , , , , , , ,
41 Comments

Well, You Sure Conquested Those Wizardlands

The feedback from CotW has been overwhelmingly positive, and in some cases stark raving bonkers. We also didn’t expect to break the Steam Top 10 yesterday; we ended up at #8, failing to defeat our hated nemesis, Skyrim. Not bad for DLC for a 1 year old indie game that’s about Drunken Wizards. We are thrilled that everybody is enjoying it, and we encourage you to keep enjoying it. (Enjoy responsibly, lest you end up like the Wizardkings themselves.)

Some minor service announcements:

  • A hotfix for some of the save game compatibility issues with 1.0.11 save games (and below) has been posted to our forums.
  • We have two critical bugs that we’re trying to fix as soon as possible. First is a crash upon entering/leaving mysterious portals (the ones from Diggle Gods, *not* the Wizardlands) and entering the pocket dimension (from Wizardlands.) In the mean time, we strongly suggest avoiding Mysterious Portals, no matter how tempting they may appear, as they may occasionally corrupt your saves. (This is actually good advice for surviving the Dungeons in General)
  • Second, users with non-ASCII user names on Windows may not be able to save the game at all. (This happens with Polish and Korean versions of Windows.) We’re trying to reproduce this and resolve it ASAP.
  • There will probably be a minor “first round of seriously patching” patch in about a week. We’ve fixed a number of the worst issues (a handful of crashes, some severe bugs with encrusting instability) and have sorted out some gameplay stuff, and we’ll keep putting up fires as we spot them.
  • HIB users: you should be getting your builds either tomorrow or Monday. Desura users, you should be up to date; we have now finally sorted out the issues with selling the final two expansion packs on Desura as well, so we will hopefully be up and running sometime next week over there. We’ll let you know when this happens. HIB customers, we hope to have the ability for you to buy our expansions directly from us any day now as well through our new Humble Store.

As always, we thank you for our patronage and are thrilled to see everybody enjoying yourselves and discovering new things. Watching the forums exploding in laughter and death is one of the best parts of the job.

Posted in Dungeons of Dredmor | Tagged , , , , , , , , ,
23 Comments

Conquest of the Wizardlands launched for Dungeons of Dredmor

The first transport is away! You may now begin conquering the Wizardlands on Steam. (We’ll keep you posted as other distributors come on-line.)

These Wizardlands aren't going to conquer themselves, you know.

Are you still here? Go get Conquest of the Wizardlands on Steam!

Features

  • Harness the expanded storage space of your very own Pocket Dimension where interdimensional gnomes probably won’t steal all your crafting-junk.
  • Explore the Wizardlands by trading Wizarding Graffiti with your friends and enemies alike to gain access to the fractured extra-dimensional domains of the Wizards.
  • 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 their monstrous dash ability.
  • New Monstrous Menagerie and Trophy Room menu screens to compel you further toward obsessive collectivism!
  • Diggle Hell. It’s a real place and you will go there if you are naughty. Beware the dark power of Vlad Digula!
  • A Whack of new skills: CommunistBanksterEgyptian MagicMagical LawParanormal Investigator, and Tourist! They are pictured thusly:

{ read this article }

Posted in Dungeons of Dredmor | Tagged , , , , , , , , ,
35 Comments

Dredmor Patch 1.1.1

EDIT: The traditional Gaslamp Games “we broke your saves” 0-day hotfix can be found here. — Nicholas

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.

Edit: As for 10:55am on August 1st, The Patch is Live!

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.
Posted in Dungeons of Dredmor | Tagged , , , , , ,
51 Comments

We are really busy.

Working for the weekend.  Deadlines.  No time for coherent post.

Posted in Dungeons of Dredmor | Tagged , , , , , , , , , , , , , ,
15 Comments

Dredmor’s *How* Old?

To our astonishment Dungeons of Dredmor is a year old today; we released the game on Friday, July 13th, 2011, and immediately followed it with about three patches. To say that the past year has been a bit of a roller-coaster is, perhaps, rather understating things.

{ read this article }

Posted in Dungeons of Dredmor, Games, Gaslamp | Tagged , , , , , , , , ,
23 Comments

Conquest of the Wizardlands: August 1st

Wondering when you can begin exploring the forgotten dimensions of lost wizards? Then gather ’round, because Gaslamp Games is pleased to announce that the Conquest of the Wizardlands expansion for Dungeons of Dredmor will be launched on August 1st.

Let’s do that one more time with art.

Got it? Got it.

Lightning! Brax! The Bomb! Wizardly Empties! Diggles again! Conquest of the Wizardlands has it all!

Now let us hint ominously at Things To Come.

{ read this article }

Posted in Dungeons of Dredmor, Games, Gaslamp, Other Games | Tagged , , , , , , , , , , , , , , , , , , ,
25 Comments

Conquest of the Wizardlands: Pocket Dimensions & Banksters

What with all this talk of pocket dimensions and wizards and somesuch, we thought it would be helpful to give a little tour of the sorts of things you’ll see in the upcoming Dungeons of Dredmor expansion pack Conquest of the Wizardlands.

Daniel and I talked about how to approach writing this post and we’ve agreed to do something a little different that we haven’t done in quite some time. Instead of just listing the features, we’re going to dig a bit into the game design process and discuss the thoughts behind the decisions we made in coming up with these features and their functionality.

Let’s start with the big feature that may do the most to change how Dredmor is played.

Pocket Dimensions & You: A Room Without a View

{ read this article }

Posted in Dungeons of Dredmor, Game Design | Tagged , , , , , , , , , , , , , , , ,
30 Comments