Category Archives: Modding

Patch 1.0.8 is up; the DLC is not.

Patch 1.0.8 has now hit The Steam. We’ll be pushing patches out to the Humble Indie Bundle download-page and to Desura shortly. There are a few crashes that slipped by us – most notably, one crash in the crafting system, one crash drinking the new Diggle Nog, and one crash with the new vending machine looting; we’ll be mopping those up and putting out a hotfix tonight. We’re also not sure what’s going on with OS X yet, other than “a very bad thing”, but we’re trying to get this sorted out as well. Our current theory is that Dredmor is being haunted by the vengeful ghost of Steve Jobs, who was never keen on having games for OS X anyway.

… so, yeah. Hang tight, we’ll get this sorted, and in the mean time don’t drink the Diggle Nog. (This is good advice for life.)

DLC: We’re still waiting on a release date from Valve for this, but it is done. Unfortunately, the media seems to be running with the idea that it is out today as well. It’s not. It’ll be a bit; everything gets very silly at Christmas.

There has also been a request for a Changelog: we’ve posted it below.

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Posted in Dungeons of Dredmor, Modding, Programming | Tagged , , , , , ,
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Expansion News: Diggle Construction Crew Begins Digging Deeper

As you may have heard, the cat is officially out of the bag: we are going to be offering a paid expansion for Dredmor.  While rumors about the possible inclusion of eyebrow-wigs are totally unfounded, evidently… um, this is something people are interested in!  We’ll do some testing involving cubes with eyebrows in physics puzzles and see what happens.  The Expansion is planned to be released before the end of the year.

As far as actual content, there will definitely be:

  • more skills
  • more monsters
  • more levels
  • more items (crafting skills, weapon types)
  • more recipes
  • and a few other *things* which we’re still keeping under wraps

One of the exciting things that is coming out of the expansion is that we are finally implementing our mod system in all its splendour and using it to implement the expansion, which means that all of the things mentioned in the above list you will be able to tinker with to your heart’s content.  We are really looking forward to seeing what you guys come up with in this regard, and hope you’ll share your creations with us!  The mod patch, which will also include our fantastic red haired heroine, should be ready for your perusal sometime next month.

Posted in Dungeons of Dredmor, Front Page, Modding | 34 Comments

Patch 1.0.6 Update; Dredmor Twitter Fiction Contest Results

Patch 1.0.6 has now been sent to the beta testers. As soon as we get the all clear, we’ll fire it your way. Thanks for being so patient. (Beta testers: if you’re on WINE, you can try the Linux build too! Dump everything out of your Steam install with WINE, and you should be able to just run “./Dredmor”, a little shell script which autoselects the correct build, x86 or amd64. You may have to chmod +x some files, I’m not sure.) The Changelog is still as posted, with the exception of the addition of some additional support for the WASD controls (which now break more things, open more things, flip more things, and are generally more useful than ever before) and correct proc assignment to crossbows (if you have a crossbow with Thaumites, only your crossbow will shoot Thaumites.)

In other news, we ran a 140-character Twitter fanfiction contest last week on our Twitter feed (which you can read here if you are so inclined.) A selection of the entries, and the eventual winner, has been rounded up for your pleasure…

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Posted in Dungeons of Dredmor, Gaslamp, Modding, Programming | Tagged , , , , , ,
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The Roadmap

Here’s a transcription of what Nick posted on the forums earlier today (just to get people to maybe check out our shiny new toy), we’ll endeavor to keep the blog the de-facto “news” source.

I’ve been directed to post some interesting stuff on the forums about what we’re doing next, in order to get as many new people using them as we can. So that said, here’s the plan going forwards, courtesy of today’s company meeting. (Which did, in fact, involve swords.)

– 1.0.6: Linux support and a handful of the more interesting things that need to be fixed. I’d like to get this to the beta testers by Monday. I’d like to do it earlier, but the first part of the week is consumed by rubbish Real Life Stuff. So we’ll see what happens.

– 1.0.7: More fixes, and the introduction of a Super Secret Thing that we’ve… well, I may have talked about it before, and I wanted it to get in for the original game, but I didn’t. So I think we’ll put it in for 1.0.7. Again, I’d like a turnaround of about a week, a week and a half.

– 1.0.8: If necessary, more fixes. This patch may not exist, depending on where we set our cutoffs for 1.0.6 and 1.0.7. Hopefully, we get the female character in by this point.

– 1.1.0: Mod support, including bumping all the strings out of the EXE and into an XML file for the usage of various translation teams. (We have a *really* cool translation announcement coming up later this week, by the way.)

and then various support patches for 1.1.0 moving forward.

There is also the little matter of an expansion pack. Gaslamp as a company – and myself, personally – are universally opposed to charging you for things that should be in the core game. We’re committed to fixing every single one of the one hundred and forty-nine issues in the bugtracker for Dredmor, and we will keep adding more Stuff to the core game every time we send out a patch, so that you always get a little something extra.

We don’t want to try to sell you 99 cent horse armour, either. That’s just… lame.

That said, people have actually *asked* us for an expansion pack, so we have to make one. We think we have a concept for an expansion pack that does justify being spun off to a paid expansion, as opposed to being Horse Armour or Eyebrow Wigs or whatever, and we will be moving on this front as soon as we are happy with the state of the core game. (That is to say, Not Yet. Not For A Long Time Yet.) In typical Gaslamp fashion, said expansion pack will probably be about the price of a package of potato chips. Crawl players will like it. It also won’t be anything you couldn’t put in yourself with the mod support, so in effect we will be putting up an Officially Sanctioned Mod and inviting you to buy it from us. I think this is a reasonable policy. I have no idea when this will be done, either. If I had to pull an estimate out of my posterior, I would guess six months or so. It’ll mainly be frontloading on the art side and less on the code side, and will be something that the company will collectively move on after 1.1.0.

There should also be an announcement about Merch in a few weeks. Buy Merch. BUY MERCH.

So that’s the roadmap going forwards. Questions? Comments? Let us know! That’s what we’re here for.

Posted in Dungeons of Dredmor, Modding | Tagged , , , ,
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