Dungeons of Dredmor

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The new expansion, Conquest of the Wizardlands, is out now on Steam. $2.99!
I haven't played it in quite a while, so this might be a good opportunity to spend a bit more time with it.

Deep within the pocket dimensions of the Wizardlands, the mighty Wizardkings plunge their hands greedily into their stashes of magical wizarding booze, desperately searching for more mana. Their time has passed, and they have faded into the drunken myths of obscurity. Some of them can still be seen on street corners, but most people just give them five zorkmids and walk away.
While the Wizardkings have faded into the hangover-fuelled mists of time, their artifacts of power corrupt the world. Powerful wizarding keys, strewn about the Dungeons of Dredmor during a grand night out, threaten the very reality of existence. Mystical wizarding graffiti, spray-painted on the walls during a particularily good party, holds the secrets of other worlds.
Once again, it is time to enter the Dungeons of Dredmor. (If you see the Wizard Triangulon, place his hand gently into a bucket full of warm water.)

Make sure to take a peek at the system requirements on the DLC's page!

A pretty huge patch dropped today as well:

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%
• SKILL: Miscellaneous, undecipherable skill tweaks that absolutely nobody will notice.
• CORE: burn="1" effect removed from game.
• CORE: Minibosses!
• CORE: Charging, dashing monster attacks and types
• ITEM: Bolt of Mass Destruction: uses a more correct Blinding Flash effect
• UI: New screens in-game for achievements
• UI: Auto-SKOL! ALT-SHIFT-CLICK to automatically convert any item in your inventory to Lutefisk.
• 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. (Mainly, it tells you that you have Lutefisk. It's not a very useful tooltip.)
• 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
• UI: You can now choose your title screen.
• GAMEPLAY: Miniboss support.
• FIXED: Fiery Wand now properly scales damage with Wandcrafting
• FIXED: made some more sconces unpushable
• FIXED: Glacial Burst Trap
• FIXED: Playing for Both Teams Achievement should now trigger properly.
• FIXED: position of "Digest" button on 2X UI widget
• FIXED: Blackjack. Again. Hah.
• FIXED: The weird random crash that you occasionally get going downstairs for no good reason. (We think.)
• FIXED: Don't let user trapdoor through bottom floor of the dungeon when debugging things; that's bad.
• NERFED: Promethean Magic. Again. This time via increased mana cost.
• ART: Raven sprite moved to Core game.
• ART: Raven sprite now slightly colorized.
• SFX: A bunch of new sound effects.
• 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? Nah.)
• 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 WORKSHOP: 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 save game.
• STEAM WORKSHOP: Mods published to Steam Workshop are now tagged.
RotDG:
• SKILL: Level 5 Vegan will now only remove Vegan-related debuffs.
• SKILL: The Cure will only remove one random debuff instead of all debuffs.
YHTNTEP:
• FIXED: Fixed a misplaced blocker in the Zomby Zoo.
• FIXED: Capacitor had something broken with it. Somewhere. We fixed it.
• 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.
COTW: It exists. Go play!
UI: You can now choose your title screen.

That put a smile on my face.

I don't suppose there is a mod that allows you to remember found recipes?

I love how much new content they've been putting into this. I haven't even played the two most recent expansions (Choose you Expansion and Conquest) and still my Steam hr count is over 100.

Going to somehow get a win with random one day.. (grumble grumble)

Awesome. Not compatible with previous saves. This is turning out to be a really really !@$%#%Y^U*%&$^#%@!$#~$%^$U% day.

ibdoomed wrote:

Awesome. Not compatible with previous saves. This is turning out to be a really really !@$%#%Y^U*%&$^#%@!$#~$%^$U% day.

That's a pretty extreme reaction to finding out you have to start a new game in a Roguelike.

Michael wrote:

A pretty huge patch dropped today as well:

CORE:
-snip-
• GAMEPLAY: Added a Pocket Dimension, for your Storage Needs! Find a suitable set of Wizard Keys.

Huh, so this is in the base game, and not just the new expansion?

syndicatedragon wrote:
Michael wrote:

A pretty huge patch dropped today as well:

CORE:
-snip-
• GAMEPLAY: Added a Pocket Dimension, for your Storage Needs! Find a suitable set of Wizard Keys.

Huh, so this is in the base game, and not just the new expansion?

I don't have the new expansion, and it was in my game today (Diggle Lords and Name This Expansion).

I like how you can pick to be both Bankster and Communist at the same time.

I've had better luck with my most recent game; I made it down to level eight, which is farther than I've ever made it before. I invested in the following skills:
Tinkerer
Crossbow
Bankster
Paranormal Investigator
Perception
Wand Lore
Rogue Scientist

I also maxed out a skill tree for the first time; Crossbow is a pleasant thing to behold at the top level, inflicting knockback, bleeding, fleshboring, and other such charming side effects on a regular basis.
I found a crossbow that inflicts an awesome ailment that is perfectly suited to my hit & run playstyle; inevitable doom!

IMAGE(http://www.pucemoose.com/pics/dred1.jpg)

Something is odd about that screenshot. All of the "shadowed" tiles flicker when I scroll the page, odd.

How on earth did you manage a nearly pure rogue build? Every time I have tried missile or sneaky based character builds they never make it past the third room.

Tamren wrote:

Something is odd about that screenshot. All of the "shadowed" tiles flicker when I scroll the page, odd.
How on earth did you manage a nearly pure rogue build? Every time I have tried missile or sneaky based character builds they never make it past the third room.

One skill that's helped me a lot is Close Encounter on the Paranormal Investigator skill tree. You can open/close doors and other activators at a distance. This is handy for opening a door, and, if you don't like what you see, you can close it from a distance. Skepticism has also been awesome; if there's a monster you don't care to see, skepticism allows you to transform it into a different beast. Even better, sometimes it will transform it into an item. I've received 20 bolts at once(!) doing this, and even an awesome pair of gloves (Pyromancer gloves, that add a fire explosion effect to any thrown weapon).

They've also added sight cones for the monsters in the latest patch, which seems to make it easier to sneak up on (or sneak away from) enemies.

The Bankster skill tree has helped by letting me amass a nice lump of cash, which I've used to clean out the bolt machines I've found. Combined with just ignoring the monster zoos, I've actually been able to keep a little bit of ammo in stock (instead of running out by the second level, which usually happened to me.)

But I do loooove me some monster zoo action. It's *fun* to run out of bolts.

I think they've really added some skills trees and items that make a full Rogue build a lot more fun to play. That plus sight cones really open up whole new play styles, in my opinion.

Also of note is that Banksterism seems terribly broken right now; I managed to get 80,000z on a second floor monster zoo using Insurance Fraud. I'm pretty sure that wasn't quite the intention!

DrunkenSleipnir wrote:

I think they've really added some skills trees and items that make a full Rogue build a lot more fun to play. That plus sight cones really open up whole new play styles, in my opinion.
Also of note is that Banksterism seems terribly broken right now; I managed to get 80,000z on a second floor monster zoo using Insurance Fraud. I'm pretty sure that wasn't quite the intention! :)

A patch is supposed to be dropping quite soon (possibly tomorrow) that clears up a lot of the silliness with bankster and other things that were botched in the initial release.

Being a lover of ranged weaponry, I decided to take a couple of days to whip up a small mod that adds a bunch of new bolts (42) to the game. If you're fond of crossbows and wished for the ability to make bolts from (almost) any ingots you find, you might want to take a peek in ol' Chucky's magic bag!

IMAGE(http://www.pucemoose.com/pics/main.png)

Chucky's happy to see you, and he's brought a crossbow carnival of fun with him! A carnival *for* crossbows, not *of* crossbows, he's quick to remind you (in his adorably slurred, whiskey-scented way).

This mod adds several new bolts, as well as bolt crafting recipes. Most ingots can now be used to craft bolts, and the recipes to craft these basic bolts are not hidden (given to the player at the start of the game.) The merrier and more carnivalicious of Chucky's bolts must be crafted from recipes obtained by rifling through bookcases or other invasive activity.

All bolts feature new (or, at least, recolored) artwork, stats, and descriptions. An attempt has been made to balance the bolts compared to vanilla assets in terms of price, power, and availability. Chucky brooks no cheek from atmosphere-breaking flavor, so each description has been constructed with an eye toward Chucky's particular sensibilities. The flavor text designer has no desire to repeat the incident with Chucky involving the combination (in no particular order) of an overly-technical description, a wildly inappropriate slur, and a nearly-empty bottle of Meleagris gallopavo being used as a blunt instrument.

If you'd like to check it out, you can grab it from the Steam Workshop (sort by most recent), or, download it directly from here.

The patch is upon us. Loads of fixes. The one I find most important (out of many really important ones):

Patch notes wrote:

Added some more Wizardlands so we don't keep running into that room with the Evil Clones all the time.

My scoreboard is basically nothing but "killed by Evil Clone" at this time. Glad they tweaked it. By the way, any surefire recipe how to kill the two Evil Clones you can find in the pocket dimensions?

I just picked this up in the Steam sale and I don't care if I'm resurrecting an old thread I just had to post about it.

So I do the tutorial. I'm learning how to cast buffs, how to use ranged attacks, how to teleport across the goddamn map and everything is going well. I'm full to bursting with gold stars with a pile of dead digglers behind me.

I load up the main game and briefly wonder about what settings I should be playing on. Character class screen looks neat but I just random it for now and then hover over the ones I'm given to see what I'm playing with... etc. etc.

I'm in the dungeon. There's a food store and a drink store (we didn't cover stores in the tutorial, and some of this stuff looks expensive! I wonder how much money I have... Nevermind, let's get to the action.) And... nothing. I walk to the bottom and there's a brick wall. There are wooden walls at the side but they're 'resistant' and not going anywhere when I click them.

I go back to the gate at the entrance to the dungeon. Nope, that's locked. Back to the walls, and this time they're going down, yes! Oh no, those aren't digglers!.

I die a few seconds later, having retreated to the other side of the first room, taking at most one Evil Potato Monster with me.

My whole session probably lasted 90 seconds.

I love it.

I'm really digging steam cards giving me a flimsy excuse to go back and play a bunch of these games that are on my pile. Despite some early crashes, I'm really enjoying this game. I'm noticing a lot of polish that wasn't there when it was first released.

I've just gotten back into the this in the past few days and I'm just posting to say if anyone hasn't tried this and is remotely interested in a Roguelike with a bit of visual and textual flair you can't go wrong with this.

It really plays well with the three expansions and a couple workshop mods for new rooms and items. The game plus the DLC only runs 12 bucks or so. It's still the closest thing I have found to a full roguelike without the large barriers to entry that come with the more traditional games. It looks cartoonish but still requires careful resource management and skill usage. As a bonus the item and monster descriptions are often genuinely amusing.

Yeah I beat the game. Only took 473 hours.

Nice! Details? Build, difficulty level?

I can't see a way to review my build so this is just from memory.

Name: CommieLady
Score: 2,055,864
Skills: Staff, Archery, Duel Wield, Flesh Magic, Magic Line, Communism, Egyptian Magic.
Difficulty: Normal, All DLC

I'm guessing I played 10 hours on this last build. There were a few times the game crashed and I had lost over a hour of time.

For this run I had as many glyphs as possible running at all times from Egyptian Magic. Flesh Magic and Magic lines gave me plenty of mana to keep the glyphs on. I rarely had to use potion to replenish magic. Also most of my gear had something to do with increasing mana regen. I ended the game with maxed skills in everything except the staff skill.

This build was basically easy mode. As long as there was stuff to kill there was little chance I was going to die. I forget the name of it but Egyptian Magic has a spell that makes a large sandstorm that gets more powerful with the number of glyphs you have on. Casting that usually resulted in stealing souls and spirits that results in mana and health regen.

I used dual weapons up until I got to the last level. I switched to using two shields both of which had 50% magic reflect. This way I could reflect most of Lord Dredmor's spells back at him.

There was one level I killed all the shopkeepers. I gained most of my levels here killing all the red demon guys the shopkeeper calls.

I almost never used a staff because most of weapons I had were better even considering the bonus from staff sill.

Oh one thing I had to do was equip cold reduction gear. Communism has skill that causes a cold attack that can also hurt you. This actually nearly killed me a few times.

That's all I can recall.

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