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  Desktop Dungeons Extreme Edition
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Extreme West Released!

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Who doesn't love a beach day?

It’s been a quiet few years in the Kingdom. The last quake may have changed the ecosystems of half of the known world, but it certainly didn’t hurt your bottom line enough to matter to you. Even Odd Depths and the new Darkwood Fringes only held attention for a few months, before Nosetradamus concluded that nothing further could be gleaned. Peace settled in, and with peace came complacency. Until today. Now, as unprepared as you have ever been, change has come to you.


That’s right, dear administrators, the Extreme West has finally arrived. News of magical genies, semi-sentient foliage, and—worst of all—unused beach real estate have reached your padded doorstep, and it all smells like PROFIT. Sure, trekking through the Darkwood and beyond may not be easy for your adventurers, but that’s their burden to bear! You’ll be sure to flaunt the rewards you reap, so the rabble all know they’re making a difference.


Now, it’s been a long while since the last major update, so here’s a quick reminder on the process: Just run the mod launcher, and that should do it! (Or, for the non-Windows folks, use the download page to grab the files, and follow the instructions to replace the appropriate files manually.) Then, to actually get into the Western content, you’ll simply need to complete the initial quest in Odd Depths (if you haven’t already) and purchase the new Guild LV4 update. From there, simply follow the quests to keep unlocking new stuff!


All that said, for those of you only here for the main content, go have a blast! Also, don’t forget to share your experience on our discord server (which, if you don't know, can be joined via the new link on this website)! Your feedback, thoughts, and bug reports are invaluable.


However, for those of you with any interest in puzzles, I have one extra special announcement: Since the new puzzle pack is something truly unique and wonderful, we’re placing a bounty on it. The first few folks to complete this puzzle pack will be forever immortalized in the mod in a future release! If you think you’ve got what it takes go give it a try, and then send me enough proof to verify your success (via either my email on the Contact page or direct messages in Discord to TheAvatar). And even if you don’t think you have the puzzle chops to clear all of it, at least give the pack a try!


Lastly, for all of you who like the nitty gritty details, patch notes follow. As always, spoilers ahead for content released prior to West, but West additions will be vaguely worded. Although the West is the primary content here, there are also a lot of excellent Curious reworks, a few big dungeon changes, and tons of monster changes to promote sprite diversity. For your reading ease, West-specific stuff has been underlined, and notable changes to preexisting things have been bolded:

Dungeon Changes and Fixes
  • Added dungeons for the rest of the Western region.
    • ​Per the normal pattern, West dungeons will receive their Curious and Disposable challenges with the future West Patch.
  • Darkwood Fringes is a lot cooler now, as you’ll soon see.
  • Flooded Foundry has received tweaks to Prototype 3 and its monster set.
  • Fixed a subdungeon-related crash in Lekon’s Table.
  • Troll Lab has received an entirely new monster set and boss rebalance to make it more unique and fun!
  • Frigid Battlefield layout is now very unique, and a good bit friendlier.
  • Phantom Citadel no longer has guards to ruin half your runs, along with a slight monster set adjustment.
  • Fixed crash in Phantom Citadel with plants blocking crucial spawns.
  • King Bogg’s thievery has been simplified even further.
  • Exile’s Path’s now spawns initial shadow shrubs on transition.

Quest Changes and Fixes

  • West quests added! Unusually, this region comes with TWO three part quests alongside the primary questline!
  • A few PQI bugs fixed.


Class Changes and Fixes

  • Swashbuckler and its class challenges added via a Guild LV4 upgrade.
  • Much to Heretic's chagrin, the new best class has been added.
  • Bard has been reworked for the tenth last time. As always, class challenges have been modified to reflect this.


Item/Prep Changes and Fixes
  • Lots and lots of new items.
  • Shops are no longer persistently biased against later quest item unlocks. (For those familiar with shop item selection, the order of the quest item section is now randomized every run.)
  • The One Horn has been reverted to an older and more fun version, and then slightly nerfed.
  • Heart of the City has been reworked to be broadly useful.
  • Scrooge has been moved from the Bank to the Explorer’s Guild. Explorer’s Guild now has a secondary menu for selecting as many dungeon modifying preps (like Vicious Token and Scrooge) as you’d like.
  • All wands now cost 5 (making Mystic Contract a *significantly* stronger prep).
  • Disintegration Wand has been reworked to be more broadly usable.
  • Fixed a small bug with Lord Soul and Mana Burn.
  • Fixed a small bug with Fido and Goatperson.


Badge Changes and Fixes
  • New West Badge added! It's awesome.
  • All Normal Vanilla directional Curious have been reworked.
  • Grimm’s Grotto Curious has been updated for new monsters.
  • Curious Stheno now gains resists at a higher rate instead of becoming immune.
  • Halls of Steel Curious fully reworked.
  • Shifting Passages Curious fully reworked.
  • Dragon Isles Curious fully reworked.
  • Flooded Foundry Curious bosses tweaked.
  • Lekon’s Table Disposable should work this time. We hope.
  • Fix to Demonic Cowardice in Demonic Library Disposable.
  • Fix to god glyph CP in Cursed Oasis Disposable.
  • Fix to Blinding Fury in Vicious Gaan-Telet Disposable.


Monster Changes and Fixes
  • A significant number of monsters have different names and sprites to improve visual diversity across the board.
  • A few monsters have received nerfs or buffs to reign in the outliers.
  • A number of new monsters have been added to preexisting EE dungeons.


Miscellaneous Changes and Fixes
  • The incredible TRIPLE PUZZLE pack has been added!
  • The piety secret subdungeon has been reworked to be much more flexible.
  • Endless typos remedied.
  • Numerous combat prediction oddities fixed, particularly involving enemy DP and knockback.
  • Steel Soul is no longer removed by Corrupting Aura or Unstable.
  • Heretic Bronze can no longer be unlocked before Dracul.

MAJOR UPDATE: New Horizons and Old News

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​New places, new foes, and piles and piles of improvements!

Times only ever seem to grow stranger. As swirling rumors about corrupted woods and men from the sea slowly travel to the Kingdom from the West, right under your nose you've begun to notice, well, certain irregularities about everything. Suddenly, your Heretics have developed a fresh hatred for the Pactmaker. Adventurers mention new foes encroaching upon the already well-traveled Northern dungeons. Perhaps weirdest of all, your Transmuters seem to be more inclined to get info out of that Southern Forsaken Temple, which itself appears to have grown conspicuously more lenient. As always, when things get shifty, you've turned your eyes toward Nosetradamus, but he seems preoccupied with a basement under Hobbler's Hold, and won't stop recounting tales of expeditions that you're pretty sure you already sent out. Perhaps the world is crumbling and reforming all around you, but you hold a deep conviction that this is probably maybe all for the best. Hopefully. At the very least, things have been changed irrevocably, and you have little choice but to accept your new normal.

My dear administrators, this is a rather large surprise announcement. In the course of our work on the West, it came to our attention that there were more than a few matters in the current released build that we wished to address. We also realized that in preparation for the West and Center regions, we would need to shake up the progression structure from North > East > South to just Central > All Directions. Thus, we hit on this idea of a Pre-West patch, and today it arrives on your desktop doorsteps. So, what does this patch bring? Most notably, two new Normal dungeons and a reinvention of the Extreme Edition early game. Instead of Exploring the North, then East, then South, players who defeat Horatio will gain access to the Odd Depths, the Extreme Editions very first Central dungeon! Clearing the quest therein gives access to all four--that's right, all four, with the West included--directional Normal dungeons. For those of you further along, you'll still get this new dungeon and quest pop up, and winning it will just unlock the new West Normal dungeon. (Be aware that this new West Normal doesn't go anywhere... yet, but you're welcome to enjoy it as you wait for the full West patch!)

Beyond this shakeup of the start of the Extreme Edition, this patch brings a fairly massive number of changes to preexisting content. Every single Northern dungeons' monster set has been changed in some capacity, with larger changes to the later dungeons. The dungeon unlock quests have been rebalanced a bit to make dungeon unlocks, especially in the South, a fair bit easier. Speaking of the South, that cruel Forsaken Temple is a bit more forgiving all-around too. Even better, for those less interested in retreading dungeons, half of the classes have been changed in some capacity. Most notably, Troll has gotten a fairly large rework and buff for those who have it unlocked, but Abomination and Magician are significantly improved as well! Lastly, in terms of things I'll explicitly highlight, those of you who have put time into Disposable now have much easier access to a certain super secret reward for pushing toward Vicious Gaan-Telet.

Lastly, and don't tell anyone, we actually had already released an unannounced bug patch some time earlier. Since it didn't add much we just let it slip under the radar, but now that we have a more formal release, the fixes included in that are on this changelist (marked with an H). Speaking of, I've underlined the highlights on it, so please do give at least those a read (if you don't mind the potential rather mild spoilers). There's all sorts of amazing things in there I didn't even mention above, like the Codex no longer having the massive lag that plagues it even in the official Vanilla Desktop Dungeons release! All that and more, below:

EDIT: Certain players have reported not receiving the ability to prepare for the Scrooge badge after completing the quest. Run the launcher one more time to be safe.

Quest Changes and Fixes
  • Entire early progression reworked. Regions can now be explored in any order after completing a first quest. This should have no adverse effect on files that have already unlocked the first dungeons in other regions. 
  • The class+badge quests in the first hard dungeon in each region have been rebalanced to be generally more straightforward.
  • Scrooge unlock has been simplified to one quest which unlocks sooner.
  • [REDACTED] is now much easier to unlock. Full steam toward Disposable Vicious Gaan-Telet! (Note: If you’ve beaten that already, and don’t have [REDACTED], it should unlock after finishing any run.)
  • Errand Boy pt3 reward upgrade issues should be resolved. (H)

Class Changes and Fixes
  • Troll has been reworked to be a bit stronger, but also no longer generate infinites. Keep in mind, it’s still supposed to be a bit of a challenge class.
  • Heretic now desecrates Pactmaker altars, but gets slightly less health per indulgence.
  • Abomination modified to be able to gain overheal from spells in lieu of its odd potions. Also, various prediction improvements around its traits have been added.
  • Magician can now strip Extreme Edition debuffs, but in exchange can no longer strip any debuffs from bosses. This is a big buff most places.​
  • Magician’s FLASH prediction improved. (H)
  • Weakening now affects gorgon deathgaze. This obscure bug goes all the way back to vanilla! (H)


Item/Prep Changes and Fixes
  • Insight and Disintegration wands are cheaper to buy and prep. (H)
  • Mystic shops have been optimized for performance. (H)
  • Membership badge now applies its buff to all types of shop, but has far less CP.


Dungeon Changes and Fixes
  • Odd Depths added (with Curious). This is the new first dungeon for the Extreme Edition, and introduces a limited selection from the upcoming EE Random Set of monsters and bosses.
  • Darkwood Fringes added. Its Curious, Disposable, and quests will come with the proper West release, but it’s fully playable right now if you’d like to give it a spin!
  • Ancient Scrapyard redesigned. It should be much simpler to understand now.
  • Goblin Settlement adjusted a bit. The stealing mechanic should be much clearer and more consistent now.
  • Forsaken Temple made significantly more player friendly, as well as more open to different kinds of builds.
  • Monster sets updated in a large number of EE North and East dungeons.
  • Final boss of Flooded Foundry is now a bit less susceptible to consecrated strike and a lot friendlier to mages.
  • A number of rare cases for Exile’s Path map reset has been improved. (H)
  • IMAWAL no longer messes with the Shadow Bog subdungeon. (H)
  • Trollenstein now always loses Retaliate: Fireball on Mind death. (H)


Badge Changes and Fixes
  • Demonic Library Disposable should no longer have any issues.
  • A number of extremely specific Curious bugs were fixed. (H)


Monster Changes and Fixes
  • Piloted Golems, Lost Brethren, Apostates, and Naga Sunseekers added to preexisting dungeons.
  • Forgotten Souls, Nameless Beasts, Freezing Wraiths and Flint golems weakened.
  • Bewitch/Bewitched added, with a puzzle. Expect to see more of it in the West.
  • Plants now remove frostbite and snare the same way regular monsters do.

Miscellaneous Changes
  • We fixed the codex lag issues from Vanilla Desktop Dungeons. Go read all those Extreme Edition entries!
  • The piety secret subdungeon now spawns an extra unspanned altar instead of just offering piety sparkles.
  • Bard unlock, codex, and class challenge texts fit to its current theme.
  • Endless typos fixed. We’re sure there’s still loads more.
  • Fixed PISORF mispredicting WIN against enemies with death protection. (H)

Patch Time of Year

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Curious Den of Danger: Taking 'Random Monster Set' to a whole new level.
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Although rumors speak of an outside world going through plague and upheaval, a happier fervor has seized the Kingdom. Tales of foolish rich tourists, actually-profitable-for-once archaeology and more has some of the more opportunistic folks all in a tizzy. Abominations have taken to drink, to strange effects, and Bards have given up their money grubbing ways, mostly, in favor of doubling down on their narcissism. Even the dungeons seem to be getting swept up in the excitement, offering new variable experiences and improved treasures! You guessed it, my fellow administrators, yearly patch season has arrived!

The South Patch, now available for download, proves the biggest non-region release by a landslide, and probably won't ever be topped. It adds all of the Extreme Edition disposables, Curious challenges for the Extreme South, a large number of full Curious reworks, a full class redesign, multiple Vicious reward redesigns, and enough smaller tweaks and bug fixes to fill multiple pages of patch notes. With this (finally) out, us developers can finally turn our attention toward the West, although we'll wait to talk about that in another blog post, once more of it's done. Needless to say, it's about as jam packed with ambitious dungeons, items, and more as the rest of it, including some of our favorite content designed yet.

Also, in potentially good or potentially bad news, depending on your preferences, the Extreme West will not have a dungeon specific badge like Disposable or Curious (although it will still have quite an interesting shake-up badge). We figured that between the increasingly crowded dungeon panel and the fact that development time increases by multiple months when we include complex badges like Disposable and Curious, we'd like to do something a bit more streamlined to get the West to you sooner. How soon? Wouldn't you like to know. Wouldn't we like to know! When we do, eventually, have more created and a better sense of our timeline, we'll do another post here with some sneak peaks into Western content, so keep your eyes peeled here and on the various forums. In the meantime, have these beastly long patch notes. Since they are quite long and have a mix of minor fixes and major changes/upgrades, we've taken the liberty of underlining the especially big improvements for if you want a quicker reading experience:

​Class Changes and Fixes
  • Bard fully reworked, and now combines a crowd-based buff with multiple interesting sources of refill.
  • Abomination XP malus has been increased and they've lost resistant, but in exchange their potions now provide massive refill and overheal/charge at the cost of the opposite bar.
  • Abomination's EARTHEN MAGIC buffs can no longer be stacked.
  • Plants spawned by EARTHEN MAGIC no longer break certain Vicious dungeons.
  • Spy's INFILTRATION no longer scouts the hidden walls in Shifting Passages
  • Heretic's OBSCENE MISSION now interacts properly with The Great One in Forsaken Temple
  • TROLL BRAIN description updates with level up and the reshroud threshold now always calculates properly.

Item Changes and Fixes
  • Refund Wand has transformed into the Return Wand, which rerolls shops at a small gold fee.
  • Disintegration Wand can now target monsters and also destroys walls in its 3x3 area of effect.
  • Insight Wand cost has been reduced to 10g, and Disintegration Wand cost has been reduced to 8g. These changes also affect Mystic Shop costs.
  • Serpentine Shield now offers +4 damage reduction to its bearers.
  • Cursed Cutlass no longer corrects incorrectly versus monsters with immunity.
  • Smuggler's Shovel now grays out when it cannot be used.
  • Naga Cauldron now factors in Extreme Edition debuffs and gives credit for the poison or mana burn cured by a health or mana potion.
  • Fido has been reworked. Give him a spin with elves, or just mages in general, for a very good time.
  • The One Horn has finally hopefully received its final rework.
  • Golemancy Scroll now gives a stack of Steel Soul on kill as well.
  • Fang Talisman's max health reduction on bosses has been reduced to 20%.
  • Frozen Crown has been made more extreme and more powerful.
  • Frozen Crown and Whurrgarbl now have a... unique interaction. You'll have to check it out yourself to learn more.
  • Ball of Threads damage now hits the target as well, and can be reduced or dodged.
  • Lord Soul now offers 100% restore all and triggers at levels 9 or 10.
  • A certain super secret kitchen utensil now sells for 2g.

Dungeon Changes and Fixes
  • Bard Bronze and Gold have been fully reworked for the new Bard.
  • All bosses in Spy Gold now always regenerate.
  • Shadow Bog's bog now chases the player and spreads more quickly. Additionally, more walls spawn and the boss fight has been redesigned.
  • Oasis Town no longer displays a random boss on its panel.
  • Everfrost Peak now named Permafrost Peak.
  • Frozen Corpses now look very frozen.
  • Lekon's Chosen now always retain magic attack, bloodless, and undead. Additionally, spawned Chosen sometimes have these traits.
  • Lekon's Table reshroud now always occurs.
  • Flooded Foundry now warns about its potential topside cutoff.
  • Endless Blizzard is a lot scarier now. Enjoy!
  • Balder cannot be forced to give his speech while Pacifist now.
  • Abandoned Nest's final fight now does not track player stats during the fight, making it substantially easier.
  • Exile's Path boss fight improved, and now the boss subdungeon gains highlight when opened. Occasionally scouting issues have also been resolved.
  • Countless relatively harmless typos corrected.

Scrooge Changes and Fixes
  • The subdungeon now has a bit more of a party feel.
  • Dungeon multipliers now also apply to the unlock quests.
  • Shadow Nidhoggr's death now opens the subdungeon
  • Subdungeon location in Endless Blizzard moved to the true end of the dungeon

Curious Changes and Fixes
  • All Extreme Southern Curious added.
  • Den of Danger and Venture Cave Curious fully redesigned to provide a much more comprehensive base game random experience.
  • Curious Northern Desert remade.
  • Curious Ancient Scrapyard reworked a bit.
  • Curious Hidden Workshop made far crueler.
  • Curious Deadman's Pass now includes advanced class spawns.
  • Curious Havendale Bridge now has position-based resists on all monsters.
  • Curious Shifting Passages has traded some of its wall spawn rate for Evolvia traits on monsters.
  • Curious Eastern Tundra is now a weird thing. It almost certainly won't stick around, but try it if you want something very novel.
  • Curious Creeplight Ruins boss and cultist behavior modified slightly.
  • Curious Western Jungle now spawns a few initial seaweed stranglers.
  • Curious Hobbler's Hold now only replaces the items on the ground with their inferior versions, as opposed to all instances of pendants or the heart.
  • WONAFYT now summons Lekon's Chosen in proper sin order in Lekon's Table Curious.

Disposable Changes and Fixes
  • All Extreme Edition Disposables added!
  • Fixed specific unpredicted curse deaths in Disposable Southern Swamp.
  • Fixed fireball damage in Disposable Shifting Passages
  • Fixed Battlemage Ring damage in Disposable Northern Desert.
  • Improved behavior for Disposable Berserker Camp's doubled mana costs.
  • Fixed XP bonus function and occasional health regeneration issues in Disposable Naga City.
  • The bag in Disposable Cursed Oasis cannot be converted anymore.
  • Disposable Western Jungle's damage malus no longer applies before PISORF damage is dealt.
  • Prediction for Retaliate: Fireball enemies in Disposable Demonic Library now functions properly.
  • Disposable Slime Pit's badge has had its death protection icon removed, since it does not protect you from death.
  • Disposable (Vicious) Gaan-Telet trait roll consistency improved.
  • A few Disposable Vicious Gaan-Telet punishments have been reworked.

Trait Changes and Fixes
  • All sources of mana overcharge are now capped at 150% of maximum mana.
  • Frostbite no longer disperses on 0 damage hits. Sorry.
  • Frostbite now cannot ever set health regeneration below 0.
  • Retaliate: Fireball no longer deals corrosion or frostbite damage when reduced to 0 base damage by damage reduction.
  • The damage buff from Essence Drain now depreciates on enemy attacks.
  • Snare combat prediction has been improved significantly.
  • Player Deathgaze now plays nicely with Riposte and Corrupting aura.
  • Unpredicted deaths no longer occur when mixing indirect knockback, riposte, deathgaze, and enemy death protection all at once.
  • Monsters with Retaliate: Fireball will now never retaliate when slowed, no matter the circumstances.
  • Implemented definitely necessary support for simultaneous burning on enemies. No, this never comes up normally, but trust us on its necessity...
  • Added Steel Soul, the Magic Resistance counterpart to Stoneskin.

Glyph Changes and Fixes
  • WONAFYT no longer disables certain Vicious boss abilities
  • WONAFYT no longer occasionally duplicates or cancels certain Vicious boss speeches.



The South Arrives!

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As is effectively tradition at this point, this actual release post will be short and sweet. Hopefully you know the drill by this point. Update via installer or simply head over to downloads, grab the new batch of files, and replace their current counterparts.


You can head over to the release thread on any one of the forums if you want to see either a list of the various bugs also fixed or optional spoilers on the added content. We also always love seeing people's play reports, thoughts, bug reports and more if you're inclined to post. Either way, happy dungeoneering and may your Southern journeys prove thoroughly profitable!

The South Comes Soon!

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The bards have gussied up a bit since last update!

You read that title right! We've been hard at work, and we're pleased to announced that the South will be released before the end of July! We don't want to necessarily nail down a specific date quite yet, as random bugs can drag out this last 3% of development unpredictably, but know that it's just a hair's breadth from completion.

Similar to previous expansions, the Extreme South will come with five new dungeons, a boatload of accompanying quests, two new classes, a very unique badge, a building upgrade, a puzzle pack, and a slurry of new items of every type! Also expect the standard set of bug fixes, small balance changes, and more. You'll gain access to the new region with another Audit Zeppelin upgrade that will show up as soon as you complete the first quest in the Extreme East (if you haven't already). Still, be ready to play a different sort of Desktop Dungeons here than in previous regions. In keeping with the name "Extreme Edition," we do our best to double-down and expand on what each region brought in the base game. Those who're scared of a few debuff stacks, get ready...

We'll update with another post on here and various Desktop Dungeons forums when we're absolutely certain of the release date! If you don't want any spoilers on what's coming, then stop reading now. However, if you're a bit curious on what odd things we've been cooking up this past year, then read below. It's not going to go into too many specifics, nor will it spoil anything you can't unlock in the first thirty minutes of playing the mod, but hopefully it'll pique your interest!




LIGHT SPOILERS FOLLOW. SCROLL DOWN AT YOUR PERSONAL PERIL!




Well, to hop into our first announcement, we can now reveal that...

The Guard has Returned
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...and no, not as one of the two classes for the expansion. That would be a bit of a cop out. Instead, the guard takes center stage with the South's new badge: Disposable. Although it remains fully compatible with other badges (even Curious), the Disposable badge aims to offer a slightly more crafted and off-the-wall take on every dungeon. Available as a checkbox on the dungeon panel, if you choose to do a disposable run of the dungeon you will both have to play as a human guard and have to take certain items (fixed for each dungeon) with you instead of a locker prep.

At first glance, this might look bland: The guard brings no class traits to influence a run, and most items don't massively affect your run. Fortunately, it's not quite that simple. These items, although they mirror tools you might recognize, have drastically altered effects. Expect such weird modifications as not gaining experience from kills, halving all outgoing damage when not at max mana, or being utterly unable to target lower level enemies. It's not all bad however, as many of these items come with similarly incredible upsides. Taken in sum, expect to have to tailor your builds and strategize according to what you'll have to bring with you on these very unusual runs.

There's two last things to note about this badge: First, it's progression works quite a bit differently from previous badges. Unlike something like Curious or Scrooge which can immediately be brought anywhere, Disposable starts only in Hobbler's Hold. Beating it in Hobbler's Hold unlocks it in Den of Danger and Venture Cave. These then continue out in each direction (and up toward Vicious Gaan-Telet, eventually). Expect difficulty and reward to increase as you progress down these paths. In each direction, a story will unfold that... will remain a secret for now, but for those who follow all of it to completion can expect a unique prize. Second, like Curious, Disposable will be only available in base game dungeons at release. By doing this we can get this expansion to you much sooner, and the rest of it will come alongside our standard patch that follows each expansion. Still, for those who're less interested in challenging new types of runs, it turns out...

The Soko-Trolls are Also Back
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...and they've brought friends. This new "Soko-Trolls Return" puzzle pack expands significantly upon the Soko-Trolls from the base game. It brings new types of trolls, more interesting glyph interactions, and a higher number puzzles than any pack before it! The difficulty ranges from fairly introductory to very intricate challenges, and completing the pack will offer an extra unique reward that's sure to interest puzzle fans. You'll get the pack automatically just by updating to the Extreme South, so take a break to shove some trolls around when you need a break from regular dungeoneering!

Anyways, that's all we have to share for now. Hopefully you find it as interesting as we have! Make sure to stay on the look out on here (or the forums) for when the specific release date and the expansion itself drop. In the meantime, may your beastie hunting prove profitable!

Surprise Patch and Surprise Problems...

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A truly tricky tutorial to teach riposte!

As some of you may have noticed if you play Desktop Dungeons regularly enough, roughly two days ago we released a patch! It's an absolute boatload of bugfixes, a few small balance changes, a much needed Scrooge buff, a lot of Curious dungeon upgrades! There was just one problem with that update: We accidentally included the still in-development fragments of the South's badge. For any who did see it, I suppose we'd like you not to spoil it. It is going to be a lot prettier and probably a bit different by the time it reaches actual release, so ideally we'd like people's first impression to be of the actual final product.

Request aside, we realized our mistake the next morning and quickly moved to fix it. We stripped the unwanted parts from the version, prepped a new patch, and released it. There was just one problem with that update: We accidentally stripped too much away. So those who updated the day after the patch were now stuck with a version that worked mostly perfectly. That is, perfectly apart from not pulling up a menu on the start screen and thus being utterly unplayable. Fortunately, we realized the error of our ways yet again, and released our third patch (in as many days) which now *finally* works.

All of the above to say, we're so sorry if you experienced any of these troubles in the past few days. If you launch one more time through the updater, it will put you on the current working version. In other news, QCF forum user shade_of_ox, who some of you may recognize, has joined the team as a coder! While this development is extremely recent and thus he's still learning the system, we hope that his work will help speed up development meaningfully. Also, the mod is now fully GoG compatible! Thanks to the final standard Desktop Dungeons update at last going through there, any who use GoG can now copy game files installed from that platform to play the mod without issue. Lastly, with this released, we're now finally able to get back to purely working on the South.

Now, without further ado, the (obviously spoiler heavy) patch notes. Read ahead at your own peril:

Trait Changes and Fixes
  • SWIFT HANDS triggers Riposte to make it consistent with Corrupting Aura as an "on player damage" trigger
  • Corrupting Aura damage to an Assassin's SWIFT HANDS should now be predicted
  • DR is no longer counted twice when a player melees a Riposting monster. (This brings it in line with Corrosion, which is only counted once.)
  • Fixed damage prediction for Unstable + Death Protection
  • When the player was ensnared, some dead monsters kept haunting the dungeon with their regen animation. This is now fixed.

Item Changes and Fixes
  • Fido was bugged, making him much more powerful than he was supposed to be. He has been brought back to the correct, much more balanced version.
  • The One Horn has been made easier to use: the bonus resistances and corrosion are now automatically granted at level up. It may receive changes in future though.
  • Casting IMAWAL on an empty tile with the Bag of Tricks used to allow current mana to go beyond max mana. Dragging the item in the inventory and back to its position also could cause misfire, but no longer.
  • Brown Goop was canceling Assassin's Swift Hand.
  • Membership Badge Conversion Points has been reduced from 75 to 50.
  • Dispersion Seal has improved mana prediction with overcharge, and is no longer wasted when another pickup (sparkle, blood) was present on the same tile as the booster.

God Changes and Fixes
  • MA glyph conversion when no god was worshiped caused the game to crash
  • Taurog no longer punishes the Heretic when getting rid of his gear
  • Mystera's Refreshement mana prediction no longer shows overcharge

Dungeon Changes and Fixes
  • In Phantom Citadel, the 4 generals can no longer be petrified or killed with slayer wand. After testing the difficulty was deemed to be at the right place, so it won't be nerfed. Sorry!
  • Killing the Sacrifice in Lekon's Table by popping a burn stack while in a subdungeon no longer crashes the game.
  • In a certain dungeon, in certain circumstances, it was possible to buy the same item twice. This is not possible anymore.
  • Changed Pisorf interaction for a certain boss's last form.

Puzzle Changes and Fixes
  • The Riposte puzzle has been fully remade.
  • A new and improved solution to Heavy Reading has led to an increase in boss health.
  • A more elegant solution has led to an increase of boss health by 1 in the Ensnare puzzle.
  • 1 health removed from The Grandmaster so that Horatio no longer cheats death in the most infuriating manner.

Badge Changes and Fixes
  • Boss Parade difficulty is now affected by the dungeon's difficulty multiplier.
  • Endless Blizzard Curious was fully remade. Best of luck, although this time you'll be responsible for making your own.
  • Phantom Citadel Curious was revamped to both undercut experience-mongering strategies and make the challenge more interesting.
  • Dragon Isles Curious got a small buff to prevent player from skipping the entire challenge and modification of the pre-boss stage
  • Naga City Curious no longer crashes when Rex chases and the map is filled with plants. (Thanks, Getanadafix.)
  • In Vicious Steel Curious, the Indomitable is isolated and delayed until the end, making the dungeon less weak to knockback shenanigans.

Secrets of the South

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Lava? In the South? What could be going on here?

It’s been awhile, hasn’t it? But fret not! We’ve been working, secretly and silently, on all the Southern content. However, in order to keep any followers generally in the loop, we’ve decided to post a little update here about what’s done and what’s coming. So, without further ado or ceremony, let’s hop into it:


Dungeons are done, though still need some balancing. The South’s dungeons present quite a range of unique new challenges while also boasting some of the most awful monsters to date. Think unstable is a pain? I did too, once upon a time. Hate Frostbite? You’ll wish these monsters had frostbite instead of their brutal cocktails of traits. Fortunately, there’s only one simple new trait, so you won’t have to learn how something like Unstable or Riposte interacts with everything else. Meanwhile, some of the dungeon gimmicks in the South put earlier designs to shame. One of the Vicious dungeons messes with the standard formula for proper play so much that I still have no idea how to begin optimizing my runs. Another dungeon plays completely differently depending on certain key choices you make in-run.

Classes are in a similar state to dungeons. The main class for the South (our level 4 Thief Den inhabitant) isn’t as crazy as Heretic, but does bring his own new concepts to the table and raises real questions about how you should spend your blackspace. However, even with the simpler design the class challenges will really stretch your ability to play properly. The bonus class is… strange. While it isn’t a monster—you’ll have to wait until the West for that—it brings more uses to its starting glyph than any class to date, and can be played in a large range of ways.

Last for primary stuff would be quests, badge, and items which aren’t quite done. That being said, I can assure you that the badge will be another significant and unique experience like Curious. The items also bring some new concepts and decisions to the table, but saying much more than that would be a spoiler.

Other than primary content, a few fun things are brewing behind the scenes. Spleen is currently drawing Bard portraits (occasionally on his stream too, so feel free to check that out and watch him work). A puzzle pack is in the works that is… actually a puzzle pack! You know, instead of a tutorial or masochist’s exercise in static Desktop Dungeons setups. All-in-all there’s a ton to look forward to. Of course, with things still in development I won’t commit to any sort of prediction of release time, but we figured this update would be a kindness to any and all starved for news of how development was going. Hopefully you enjoyed this brief distraction, now get back to managing your Kingdoms!

The Game is Afoot!

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Hmm.... What could that suspicious quest flag be? And on the Kingdom no less! Something strange is clearly going on here, and, if you think about it, the only logical course of action is downloading the new patch just released to go figure it out. In all seriousness though, this little patch adds a fairly lengthy multi-part quest line (although, depending on skill, your mileage may vary) that is... unique. For that very reason, I'm not going to say any more other than that it will unlock for those who have already played through the mod after finishing any run. For those of you who haven't played the mod, what are you waiting for? Even if you aren't interested in new challenge dungeons or items, I'd argue this is worth checking out for novelty's sake if nothing else, and you'll run into it quite early on in the mod.

As for where we're going from here, it's down to the South! Swamps, serpents (but not Naga, we're all sick of those), and all sorts of new and terrifying foes to encounter. Furthermore, the South is a bit slimmer than the East (partially due to having one less dungeon, partially due to not having as many new monster traits, and partially due to not requiring us to recode a large potion of... everything) so hopefully we'll be able to get around to it sooner. Then again, per always, things take longer than expected, so I won't commit to any sort of deadline. That being said, once things are further along I'll update News again to keep everyone informed on how things will progress from there. It might be spotlight updates, like the East, or maybe I'll just suddenly announce it's coming out in two weeks. Either way, just know that more is coming.

But who cares about that right now? Go to the Download page already (or run the launcher, Windows players) and go check out the newest and most unusual addition the mod has gotten yet! And, if you get stuck, confused, or just want to talk through what we've done, head over to the QCFDesign or Steam forums and I'm sure us or other players will be able to offer... clues....

Eastern Patch Released!

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Well, it's a few days late thanks to issue with uploading to the site, but the Eastern patch is out! Head over to the download page to get it right now. Also, as mentioned in the previous post, a new quest line will be coming in a few weeks! Spoiler-filled patch notes follow, so read on at your own peril:

New Stuff!
  • Curious badges for all the Extreme Edition dungeons!
Bugfixes on Extreme Edition:
  • Fixed various bugs on the Troll class
  • Fixed issues on Cursed Oasis
  • Fixed crashes on Curious Naga City
  • Fixed crashes on Phantom Citadel
  • Fixed various interaction of Riposte with other game mechanics
  • New Badges are now correctly awarded on first completion
Gameplay changes:
  • Some changes on Curious Rock Garden
  • Cannot cheat Curious Labyrinth with Titan Guitar anymore
    (personal message for choongmyoung: please make a new video for this one!)
  • Changed the Dispersion Seal effect (might require more explanation)
  • Complete revamp of Curious Slime Pit
Bugfixes on Base Game :
  • Fixed Fighter instincts on Cursed Oasis.
  • Damage prediction on corrosive enemies was wrong.

News Update: Patches, Progress, and People

It’s been a while without news and we’re past when we thought we’d be putting out the Eastern patch, so I suppose everyone deserves an update. Per usual, I’ll start off by reiterating that, although progress progresses perpetually ploddingly, we are continuing steady work on the mod and will keep doing so until we’ve finished. That being said, what exactly have we been making? What else has been going on? Well, there are a few things:

The Eastern Patch is almost ready for deployment. It’ll be bringing you the remaining curious dungeons, changing up a few curious dungeons (most notably The Slime Pits, which are now way cooler, and VGT which is still impossible but now technically doable for things that aren’t Vampire), lightly tuning a few Eastern dungeons and items, and fixing heaps and heaps and heaps of bugs. And probably adding a few more bugs to fix next time, despite our best hopes and effort. As for when you can precisely expect that, the answer is probably by the end of this Easter weekend. However, if something horribly game breaking pops up at the last minute it might be the weekend after that. Also, since it is an East-er release (and since we feel bad about being a bit behind and that awful pun), there is a planned bonus questline which will include an Easter egg hunt of sorts with a prize at the end! It'll probably drop a week or two after Easter (unless things go exceptionally well), and will be quite different from anything in the game so far.

Looking past this Eastern update, the South is on the distant horizon. Like the previous two regional updates, it will include two classes, many dungeons, multiple questlines, a badge, and more! Additionally, there will be quite a bit more art coming in the South than the previous two combined. If all goes well, you can expect a full set of 14 portraits and sprites for the already existing new classes (created by the wonderful Spleen, who also did the male magician art) and potentially full art for the new Southern classes as well. Although we’ve started preliminary work on it, the South is still miles away from completion, so we’ll keep you updated as it takes shape and we figure out its release window.

Fortunately, that release window should be sooner than expected because we are officially welcoming Srid to the team! While avid QCF forum readers have probably seen him on there answering questions, this is to inform those of you who don’t that we've added another skilled coder who knows the game like the back of his hand. At the very least, now zayyeh doesn’t have to build everything from scratch himself.

That’s all there is to be said for now, so look for our post on here, QCF, and Steam this weekend (or the following, but hopefully not) to get the patch hot off the presses!

Happy Adventuring,

The Extreme Edition Team

The East Released!

I'm not going to waste your time with fancy words. Just go to our download page, follow the instructions, and get to playing the East! Per always, we'd love it if you leave feedback over on the QCF Design Forums or the Steam Forums.

Also, for those of you who are still reading, we got an official mention by QCF's dislekcia! So that's amazing for exposure. Check it out here if you're interested in a brief summary and his thoughts: www.qcfdesign.com/?p=983

News Update: Prepare Yourself

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Come and get some.

I'll be straight to the point on this one: Release will be on Friday, December 15th. Details on download and installation will be added to the Download page when we put out our release post.

News Update: Art n’ Stuff

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A taste of the map with new dungeon completion

Well the break was nice, but now we’ve returned, bigger and better than ever. And yes, I mean that quite literally. I’d like to take this week to introduce you to our third team member: Everyone please give your utmost thanks, praise, [INSERT POSITIVE FEEDBACK], etc. to Spleen!


Spleen is a fairly regular member on the QCF forums, so I’m sure more than a few of you know him (and his terrifyingly efficient speed running skills). Coincidentally, he also happens to be good at digital art and approached us awhile back about art for the mod. Ever since then he’s been working from the shadows, beautifying the upcoming update with new sprites and more.


So what effect will this have in the immediate term? The Eastern update will include on-map dungeon completion indication (the standard silver, gold, rainbow fare). There will also be some new art sprinkled throughout other more minor areas, like items and monsters. However, the biggest improvement is the magician! The magician will have a full slate of brand new male sprites and portraits, and you can see the portraits now over here if you want to: imgur.com/a/sOfxI. As for the long term, if all goes as planned, all of the classes will eventually have new art.

Alright, there’s our big announcement (for now). Although it may not have the largest effect on this next update, as Spleen joined midway through our developing it, it has big ramifications on the final product and future stuff. Also, collecting rainbows is now a thing again, so that’ll be nice for my fellow completionists. Well, time is inching ever closer to the release, but for now I will just say “Until next week!”

News Update: Protective Blessing

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This update is more of a teaser than anything (I don’t like this trend of them getting shorter and shorter…), and there will not be an update next week due to Thanksgiving plans. Fortunately, the update after Thanksgiving will be a nice surprise. I promise! Anyways, onto the main topic.

Protective Blessing is one of the new traits coming in the East, and its quite a bit different from anything else, because a monster with Protective Blessing X% gains no direct benefit from the trait. Instead, all other monsters within a 5x5 square centered on the blesser gain Protected X% (X being the same number as earlier). Additionally, if a monster is in the range of multiple blessings, the Protected percentages stack (which can allow a two monsters with Protective Blessing to boost each other, and double boost monsters between them).

Protected acts exactly like extra physical and magical resistance, with two exceptions: 1. It cannot be eroded by BYSSEPS, Binlor, Cursed Cutlass, or any traditional resist reduction methods (although RBS can still circumvent it). 2. The provided magic resist only affects magic damage, and NOT cast success chance for glyphs like IMAWAL, WEYTWUT, or WONAFYT. Fortunately, the Protected trait is not permanent. It can be removed by either killing the monster with Protective Blessing (easier said than done, in some cases) or by moving either party out of range (although moving the Protected Blessing monster may suddenly make new monsters Protected if you aren’t careful).

In the spirit of keeping these spoiler-light, I’m not going to name any monsters with this trait or explain any of the circumstances in which it is used, but know that it usually ends up being a pretty meaningful consideration. Alright, that’s all for now, folks! Enjoy Thanksgiving if that’s a thing for you, and look forward to what we’ll have to share when we come back.

News Update: Traits and Puzzles

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​More subtle spoiling of a certain new trait, for any who want to try to piece it together.

Alright, as promised this update is quite a bit less monumental, but for those who do their math it should be pretty helpful. Put as simply as possible, we’ve rewritten the interactions for all four of the EE damage-related traits (unstable, corrupting aura, frostbite, and riposte). The good news is, they are a LOT simpler and no longer cause Tikki Tooki to go ballistic at the drop of a hat. The bad news is that they are a bit nastier than they were previously. Here’s an in-depth breakdown:

Unstable and Corrupting Aura: Both of these effectively received the same two changes. First, they are now separate damage sources from the main attack. The upshot of this is that they now horribly murder you through your death protection. If the monster’s main attack breaks your DP, its aura or explosion can and will finish you off. Of course, if the monster’s main attack does not break your DP then Unstable/Corrupting Aura will do the job instead, per normal. Fortunately, we’ve adjusted the predictor to handle all of this, so no need to double check yourself when it comes to living or dying. The second main change is that they no longer technically deal damage. Instead, they remove health from you. While this may sound like a semantic thing, what it translates to is irreducible damage. No matter how much resist/DR/corrosion/frostbite you have, the unstable/corrupting aura portion of the damage will always be unmodified. Additionally, as unstable/corrupting aura aren’t attacks anymore, they do not piss off Tikki Tooki, cannot be dodged, do not remove frostbite, do not inflict status effects/death gaze, etc. They just remove health. Pure, simple, unavoidable, and cruel.

Riposte: Riposte falls a bit in-between the original versions and the new versions of Unstable and Corrupting Aura. It has been separated into two damage sources (so no ignoring it with DP), it cannot be dodged (trying to work dodge prediction with two separate strikes proved to be too much of a mess), and it is not counted as a hit (looking at you, Tikki Tooki). Beyond this, it is like a standard monster attack: Its type is the monster’s damage type (and can thus be reduced), it can inflict status effects (meaning it nails you twice with stackable status effects on physical attacks), it can trigger death gaze (so if its original hit puts you under the death gaze threshold, the riposte will kill you), and it does remove frostbite.

Frostbite: The changes here are far more straightforward. For simplicity’s sake, Frostibite’s damage adding effect basically works like corrosion now, instead of stacking a separate magic damage attack on top of the enemy damage. So if you have enough DR, you can clear your frostbite without actually getting damaged by it, but otherwise it will always deal its full number’s worth of damage.

TL;DR? Don’t worry. The puzzle pack in this expansion is Trait Tutoring. Trait Tutoring is a sort of Agbaar’s Academy for all EE monster traits. And the puzzle difficulty has been bumped down from masochist level to your standard base game puzzle fare. These puzzles are designed more to let you know about the nuances of the traits than to challenge you (although that doesn’t mean they will be easy). Furthermore, this pack will be updated as more traits are added in future releases. So yep, that’s it for this week! Progress inches slowly closer to a releasable product, so, in the mean time, feel free to stress about how much harder things will be without DP as an easy way out strategy.

News Update: The Heretic

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Who's the real demon here?

Kingdom, meet Heretic. Heretic, Kingdom. Now that you're all well-acquainted, let's get down to brass tacks. The Heretic is the controversial fourth member of the Kingdom's Church building. Available for unlock as soon as you have a level 3 Church (à la Magician), this atypical adventurer plays with gods quite a bit differently from the regular folks. His abilities are as follows:

INDULGENT: Indulgences are never spent, gain health, base damage, and mana based on indulgences
BLASPHEMOUS: Gain 3 CP/piety lost when angering a god, immune to punishments
OBSCENE MISSION: Scout all altars, cannot convert or desecrate, auto-desecrate worshipped altar on level up and reduce piety to 0

Since there's quite a bit behind these short descriptions, let's examine them in detail:

INDULGENT is the most straightforward ability heretics have. They literally cannot lose indulgences (and thus piety loss is not prevented), and gain 1 base damage and 3 health for each one. Furthermore, for each odd indulgence (1, 3, 5, etc.), they gain 1 mana. So in a typical run, this nets you 18 health, 6 base damage, and 3 mana.

BLASPHEMOUS, while also mechanically straightforward, is a bit more interesting in-run. Any time you lose piety by angering a god, you are instantly granted 3 CP per piety lost. Caveats are the following: 1. Pacts are not angering anyone (on the piety panel they are white, not red). 2. Piety must be actually lost to gain CP (so no easy TT CP farming). Another thing worth noting is that heretics' immunity is to ALL punishments, whether from desecration or piety loss.

Last, but definitely not least, is OBSCENE MISSION, the defining ability. Altar scouting is exactly what it sounds like (and also identical to the altar scouting prep from way back in beta days). Inability to convert or desecrate is also simple: When worshipping a god, the buttons that say "Convert" and "Desecrate" on other altars will always be gray. Thus, all that remains is the interesting part: "auto-desecrate worshipped altar on level up and reduce piety to 0." This means that every time you hit an EXP threshold (prestige levels included), you smash your current altar (even if it is unreachable). This grants you 3/2/1 indulgence(s), ends your worship, does not punish you, and sets your piety to 0 (without giving you CP, although Binlor's -10 piety for leveling triggers first for up to 30 CP). Pactmaker cannot be desecrated, and is thus exempted from the whole mess. Furthermore, your piety is only set to 0 if you actually smash an altar, so piety to fuel pacts will stick around between levels where you aren't worshipping (although you'll need sparkles/stone sigil/consensus to get any). One last benefit of this is that you get the starting bonus (piety, glyph, etc.) from every god you worship. Basically, it's a bunch of plusses with the drawback of not really being able to hold on to any god. Not to mention that if you want to get good value out of INDULGENT you'll have to sacrifice an altar or two early.

So that's the short and long of it. We promise it's more intuitive to play than the exposition suggests. Is it crazy? Yes. Is it boatloads of fun? It's my new personal favorite class (take that how you will). Does the way it play vary pretty drastically by god spawn? No question. Is it overpowered? Probably a bit, but it's not the only class in that category.

That's all for now, folks! We hope you're drooling with anticipation and all that. Feel free to comment, speculate, ask further questions, etc. down below! Also, don't expect future spotlight updates to be quite as substantive, since Heretic is the only big thing available upfront (and thus isn't really a spoiler). Future spotlights will likely be on more minor additions/improvements, although there might be another big announcement in the works for one of these. We'll leave it to your imagination.

News Update: The Expansion isn't Dead!

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In fact, it is positively undead right now...

Greetings, one and all! Greetings and... humble apologies. We've realized that hearing nothing official from a fan project for a solid chunk of time conjures up the specter of abandonment. So here is your friendly news update to assuage your fears! First and foremost, know that we are working steadily and plan to finish the mod. Progress has slowed slightly due to real life circumstances for zayyeh, but we've finished most of the content for the next expansion (polishing and bug fixing still remains).
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With that in mind, we figured it would be nice to give updates from time to time, so expect the occasional posting up here just to remind you we exist. Additionally, we want to build interest a bit before release, so we will be posting spotlight updates daily the week of the release. These updates will highlight non-heavy-spoiler things (so no dungeon explanations, item spoilers or anything else major/hard to access) coming in the East that we think are fun or interesting. That way you have some idea of what you're getting when you download the next patch, as opposed to having to go in blind.
In the meantime, if you're starved for Desktop Dungeons content or aren't sure whether you should download what we have currently released, the youtuber Captain Thief has begun a Let's Play of the Extreme Edition content. So check that out and give him a like/comment/subscription if it peaks (this was definitely an intentional pun and not a mistake that I realized was a pun) your interest.


Happy Adventuring,
The Extreme Edition Team

Bonus Update: Patchwork Development​

Despite everyone's best intentions, the kingdom is still in an unflatteringly upheaved state. Codexers were writing in invisible ink, Vampires were masquerading as gnomes, Bards have started whining nonstop about being half-blind now, Tiki Tooki was being EVEN MORE of a jerk than usual, and some guy guitar soloed so hard that the time-space continuum was temporarily ruptured. And that's just the start.

As if that wasn't enough, the monsters seem to be doing their very best to make everyone's life more nasty. Literally every golem-shaped boss suddenly discovered new combat protocols. Cultists to a certain unnamed evil god-thing have started on new diets and exercise routines. Even those pathetic builder guys are now swirling with chaotic energy. You can only hope this is the last of things, but that might be a little too optimistic. At the very least, your job just got a lot more interesting.​

We may have promised internally that we weren't going to do this, but so much for that. So have a patch! It's surprisingly huge, changes a lot of things that we weren't going to change, and adds a bunch more weird monster effects etc to spice things up. Unfortunately, I'm also here to announce that weekly updates are going to be suspended until the next large release. The rationale is we want to try dropping all the content on y'all at once this time and seeing how people react. So sorry, but look forward to it! I don't know if it'll make you feel better, but here is the (MASSIVE) changelist:

Changelist:

- Codex effects should stick for good this time.
- Sorcerer no longer breaks everything, but mana shield prediction had to be disabled for the time being.
- Titan Guitar is no longer crashes the game. Rock on, fellow Administrators!
- Tiki Tooki should now deduct piety more properly.
- Ancient Scrapyard is now more interesting. It's unclear what ramifications this had on difficulty.
- Hidden Workshop is now a more straightforward challenge, and likely a bit harder.
- Cursed Cutlass resist erosion lowered down to 3%.
- Debtly Surprise cannot unlock before Vicious Steel.
- Lekon's Chosen are quite a bit beefier, and hit slightly less hard.
- Errand Boy, pt. 2 changed to reflect the fact that race requirements are secretly non-enforceable.
- Vessel of Lekon interaction with knockback is a bit more straightforward now. So you can't just infinitely corrode him.
- Vessel of Lekon difficulty slightly tweaked.
- Undying Sculptors are now CHAOTIC!
- Undying Sculptors now create golems that RIPOSTE!
- Grudge Match puzzle is now slightly harder, to reflect a more optimal solution.
- Better enemy distribution on Lekon's Table.
- The Boss Parade subdungeon should always open everywhere (we hope)
- Refund Wand is now less amazing, and Membership Badge now converts for a boatload of CP.
- New monsters now petrify into real statue types.
- Stone Jellies now look like stone.
- The One Horn now has an extra effect to make it better over the course of the run.
- Bard's EYE OF OPPORTUNITY completely redesigned to more fully reflect the style of play intended for the bard.
- Bard Gold now auto-scouts TT's altar due to the loss of bard scouting.
- Soul Eaters now ESSENCE DRAIN! This makes them harder, but still more fightable then they were previously.
- Sapphire Golems which inflict FROSTBITE have joined the new golem crew in Flooded Foundry. Be very careful with them.
- Lekon's Table now has an extra fancy effect to compensate for the increase in Lekon's Chosen health.
- SMOKE AND MIRRORS description clarified, now applies to Frostbite as well.

Week 11: Official Release 1

The recent months have been a real adventure, but things finally seem to be settling down. Your new professionals (and one obnoxious self-proclaimed seer) have finally finished moving in. The Northern dungeons now feel only slightly mysterious, while still being mostly a real pain to win. Hopefully things will be normal for a little while, but that might be too much to ask for. After all, who doesn't enjoy a little random craziness showing up from time to time?
 
Recent rumors have been turning your head eastward. They speak of lost expeditions and the coveted secret of immortality, but it is probably mostly made up. Rumors are notoriously unreliable, despite their 100% correlation to reality. Really, how do the old men back at the tavern figure all this stuff out. Well, these mysteries will have to be left for another time. For now it's time to kick back, relax, and enjoy your new guests and more.

It's here everyone. We did it. Massive pat on the back and all that. Now we'll probably take another week or so off, because developing is hard, people. Or something like that. The East is coming to you next, so get excited for that. All sorts of scary stuff over in that direction. Anyways, I need a nap, so have a changelist instead:

Changelist:

- Monster kills are now recording properly again
- Ancient Scrapyard boss buff
- Lavavein no longer so incredibly evil and surprising
- Lekon's Table no longer the hardest thing ever by a wide margin
- Flooded Foundry... changed? Hopefully it is a little harder or something maybe? You tell us.
- Prices for items modified, and Cursed Cutlass hits quite a bit harder
- Master Pack puzzles should all be functional and dandy now (FINALLY)
- Master Pack reward might be changed
- Magician Bronze can now actually handle the usage of IMAWAL
- Magician Gold now awards cash instead of a veto slot
- Mousing over a complete Scrooge badge no longer puts text offscreen
- Corrected codex numbers
- Puzzle version of fire heart removed from codex
- Boss Parade now works for Lekon's Table
- Bezar is now offering a new, preppable refund initiative!
- Lekon's Table no longer randomly causes you to accumulate a permanent dodge chance (this is probably the strangest bug ever, for the record)
- Quest title margins improved
- Unstable is far more consistent
- New golem types are now a little less sparkly
- Cultists have stopped infiltrating magician bronze
- Corrupting Aura in piety log now has correct icon
- Master pack unlock more consistent
- New icon for SMOKE AND MIRRORS
- Minor textual edits in random places

Week 10: Sitting Pretty

Nothing much is happening in the Kingdom right now. After weeks of turmoil and strange visitors, everyone is enjoying a brief moment of rest and breathing large, collective sighs of happiness.

The monsters have really made the most of their brief moments of non-upheaval, putting on makeup, making sure they explode properly and such. Adventurers have been far less productive (as expected...), but even they have stamped out some bureaucracy, making sure they get their badges and gold as appointed.

More tiny fixes, fine-tuning and art! You'll probably have one more week of this followed by the release and then finally new content again! Or a break. Our coder deserves a break, so we'd feel bad not giving him one. Anyways, enjoy quests and stuff and give us all the feedback you can, because this stuff will be finalized soonish! Without further ado: Changelist!

Changelist:

- All new Golems and Goats have gotten an art upgrade
- Unstable hopefully more consistent
- Cloud Save buttons disabled, so you can't accidentally ruin your saves.
- You should now always have your full complement of gold in-dungeon
- Scrooge no longer unawards itself.
- Old portraits restored, promoting greater gender equality!
- New installer for Windows.

Week 9: Puzzles Ahoy!

Ever since a certain questionable seafolk robbed a certain well-known monster merchant, rumors have abounded about strange people arriving from the sea. They've come in droves, bringing new toys and new warriors. These swashbucklers seem to have an expert grasp of swordsmanship, and, despite lacking the rigorous workouts of our standard adventurers, dance with an unparalleled style and grace.

One of the favorite items they have brought with them is a box of puzzles. However, this "toy" has been found so challenging that some have begun to consider it a torture method instead of a fun distraction. Still, for the wise, inquisitive, or stubborn, they may provide some enjoyment.

Alright, this is basically all the content for now. The next two weeks will be mostly testing, bug fixing, and art-ing on our end, but you can probably expect at least some small balance tweaks. And then (FINALLY) release! There will probably be a bit of a break after release, but it's seems justified. Apparently this beast is over 10k lines already and our real coder has a real life to live too! In the meantime, 'ave a changelist on me:

Changelist:

- Swashbuckler added (u)
- Master Pack added. We hope these are solvable.
- New Golems (arcane, unstable, etc.) look FANCY now
- Minor difficulty tweaks to Bard Gold and Magician Gold
- Scrooge and Vicious no longer show in PQI
- Changelings enemies now react to Magicians and Bards

Week 8: Bardiness

There once was an update in beta,
using limericks to explain its data.
I thought it'd be fun,
To take that and run,
Now I'll explain things A to Zeta:

The first thing to note is the Bard.
He got challenges, and they're hard.
Plus now he's a tinker,
Cause I'm not a thinker,
And forgot some old lore to regard.

Fret not, there are other things too,
Although they might not be for you.
We've squashed a few bugs,
and nerfed a few thugs.
It was a good week for the crew.
 
I hope it's clear why I haven't pursued a career in poetry. Also, remember how I keep saying we'll be done in a few weeks. Yeah, I'm going to say that again. And since all major content is done now, I might be right for once. But probably not, given my track record and how we keep adding new, unplanned stuff. There is one thing I never get wrong though: I always call that a changelist will follow.

Changelist:

- Bard class challenges added!
- Bards are Tinkers, as they always should have been. Not sure how we missed this for so long.
- Magic resistant monsters have realized they are now officially allowed to ignore Bards.
- Bards got rid of the Kingdom screen musicians who were annoying people to death.
- Dungeon music reverted until when (if?) a more complete extra soundtrack exists.
- Class challenges no longer in menu quest display.
- Removed smuggled escape staircase that was hiding in plain sight in the Magician gold arena.
- Kept making Magician gold easier to make winning more consistently possible.
- Fizzzz is slightly less screamy if you break the rules.
- Temporarily removed Magician gold's reward to give it to Bard gold.
-  Siabrae stopped being the absolute worst all the time and Soul Suckers are still the worst all the time, but are slightly more interesting.
- Top secret Bard subdungeon has retreated to the shadows, but been fixed.
- Wanderer stopped appearing where he should't on dungeon panels.
- Dungeon color (rainbow, gold, silver, you know) fixes.
- Codexing scribes finally started spending 1% of their time checking for things like typos, numbers, etc.
- Quest flags minority changed.

Week 7: Fashionistas

While it is common knowledge that adventurers rank among the most narcissistic people alive (surpassing actors, and being slightly edged out by lawyers), the alchemist's recent invention of a transformation potion has caused widespread issues. Magicians, self-conscious about their unusual coloring, have converted to an arguably even more unusual coloring. Bards and Bishops have also latched on to the new brew, eager to look a little more special.

The isn't the only thing Bards and Bishops aren't stopping there though. In shocking move only ever performed before by the Order of Transmuters, the Guild of Bards have changed their standard style for approximately the 15th time. Bishops, discontent with merely shifting around their worship willy-nilly, have begun increasing their questionable activities. The new deal they've struck with the Pactmaker seems especially promising, although it cost them some of their favor from the other gods.

Finally, after determining that the finalist in the Grand Wizardry Tournament™ might be literally unbeatable, the Adventurer Fairness and Welfare Committee forced the inclusion of a few more purchasing options.
 
Turns out we still do have things to update on! In non-above news, we are currently working on a website (don't get your hopes too high), that will go up with the release, which should be a few weeks out given that all the content that is left is Bard Challenges. Then there's just textual revision, and testing, testing, testing. You probably weren't expecting this at all, but Changelist follows:

Changelist:

- Magicians are purple, Bards are Priests, and Bishops are Monks.
- Bard revised for the umpteenth time. This one should stick. We even gave it skill icons to make the blasted thing stay.
- Bishop is slowing morphing into a final, more Pactmaker focus version. It will probably change one more time in the next few weeks.
- Scrooge no longer ruins your PQI.
- If you haven't upgraded buildings, they are now full price. Sorry.
- Super secret code efficiency improvements.

Week 6: Suprise!

All sorts of unexpected things have been happening this week! Monsters have begun throwing epic parties in dungeons, and (slightly less surprisingly) adventurers have been murdering them wholesale. They've even started awarding a medal for doing it.

 A grand wizardry tournament has begun, and a few ambitious magicians are entering, hoping for prizes and fame. Even Bezar has a new magical curiosity of an item, but it is only on offer to those who earn via tournament success.
 
Another small one. We should also do Bard Class Challenges, but that's the last of the content you'll get pre-release. Other than that, things are almost done on our end, with quests and hidden things being almost fully integrated and finished. Maybe we'll release in two weeks or three if we're lucky. No promises though. Changelist, as petite as it may be, is below:

Changelist:

- Magician Class Challenges added!
- Bard updated.
- New item: Bag o' Tricks!
- Boss Parade updated to make it more beatable.
- New Badge: Scrooge.
- Magician and Bard are no longer so blue.
- Magician now shows up greyed out in the Mage Tower.
- Prototype 1 now always displays No Experience when he should.

Week 5: The Itsy Bitsy Update

This update is very small. As such, these patch notes will be small as well. We hope you gain a small amount of happiness from this update.
 
Jokes aside, this really is a tiny update. Due to the fact that all we have to do before our release of the North is stuff like Quests, etc. and testing, you might not see an update next week. Or you might see one with an extra special surprise that we're debating whether to save for the release. Either way, these will be very small until our release in a few weeks, so don't expect anything amazing. Except next week. Maybe. No promises. There also might be a changelist following:

Changelist:

- Magicians now remove debuff skills instead of resists. This incredible change has led to them deciding to get a makeover.
- Hidden fun thing you might find.
- Boss Parade slightly amended.
- Evolvia figured out how to change colors.
- The Sacrifice stopped being racist against monster classes.
- Messy class icons popping up all over the place shouldn't anymore.
- Hitball guys are no longer necromancers on Haunted Castle.
- The witch has gone back into her building, avoiding dungeons for the time being.
- Miscellaneous bug fixes and improvements, just in case I've forgotten something.

Week 4: Songs, Savings, Swords and Super Secret Stuff

What a lucky break! That sandstorm actually totally missed everyone, so all dungeons are still accessible. Rumors claim it is the work of the secret underground group "Questonymous" (they also run PQI), which didn't want the storm to trash all the secret quest setup they've been doing up North.

In less lucky news, the Auditors have continued their brutal review of all of the Kingdom's policies. They found the veto slots (vaporized), the questionable DERPing (banned), and the policy of not paying adventurers (still mostly a thing). In their righteous fury, they even emptied out the legal locker and veto slots as punishment. To top off the whole debacle, someone lost all the dungeon records while trying to hide suspicious paperwork. Fortunately they should turn up after completing a dungeon run.

Not everything is terrible though. Bezar has officially started a membership campaign for adventurers willing to pay the fee. A few heroes are so happy about this that they've taken up singing and become Bards. We do not recommend their concerts. Some old guy keeps saying there is a secret sword amongst Bezar's shop. This old guy is probably crazy.
 
TONS of background work this week, but we're going to keep all the new one-off content hidden until mini-release. That way you don't finish a broken version and never get the real experience. Speaking of the mini-release, things are moving in that direction slowly but surely: Bugs are being squashed almost as fast as we add them and content is almost done. But I'm sure some horrible issue will crop up and delay things by a few weeks. With that happy thought, have a changelist:

Changelist:

- Bards now roam the halls of the Explorer's Guild, too nervous to actually sing to anyone but the monsters.
- Bezar's Tentacular Savings Club is officially open for members.
- New classes are now charging tiny mostly-one-time fees, as is the Bazaar.
- RIP extra veto slots.
- Records of Lockers, Vetoes, and Dungeon completions are flying in every direction. Good luck. At the very least the dungeon ones should come back after one run.
- Auditors also found out about the new classes and items, and promptly disqualified everyone from the DERP program.
- Class completion panel is properly organized now.
- Lekon lore books no longer randomly appear in the South.
- Possessed Goats look slightly less horrifying, as does The One True Horn.
- Cursed Sword might be waiting for you in a locker slot once you've upgraded the Guild. As in I'm literally not sure if it will spawn or not. I hope it does. It's cool.
- PQI no longer discriminates against Trolls.

Week 3: Career Fair

The New Year has arrived, bringing with it brawls, festivals, and festive brawls at festivals. Foremost among the festivities is the New Year Talent Show: a tournament where adventurers of every variety try their best to show off for a hefty prize. While the past few years have been dominated by a dancing Troll known as Bubbles, this year had a few noteworthy new entrants.

First, some of the more rebellious priests promoted themselves to bishops and gave a lengthy sermon about nothing in particular. It seems their new position comes with an even greater ability to be noncommittal about religious specifics while still sounding extremely wise. This infuriates the paladins to no end.

Second, after spending the past day and a half camping, some rogues have decided to be hunters. These "expert naturalists and survivalists" showed off their newfound skills by butchering a ton of plants on stage. This impressed no one.

Unfortunately, no winner could be declared, as the judge panel was secretly murdered by magicians. It seems they'd been taking a seminar at the Thief Den on bullying weak opponents, and couldn't wait to test the fruits of their labor.

With festivities settling down and paperwork starting up, a few worrying reports have arrived. They warn of strange golem-related subdungeons appearing up north, and an approaching sandstorm so massive it could hide the new adventuring destinations and force you to actually quest and such to find them again. Worst of all, the Auditors have decided to take a more thorough look at your adventuring practices. They've already forced you to remove your over-inflated locker (apparently storing dangerous items in civilian housing is "irresponsible"), and next thing you know they might make you pay your adventurers. Just kidding. What a ridiculous idea!

Lots of good work got done these past two weeks, and that sandstorm wasn't an idle threat. We're moving into progression stuff for the next one or two weeks, so expect quests, building upgrades, pop-ups and more. You might temporarily lose access to stuff, so test everything as much you can while it is totally free. And sorry about the infinity locker going away, but we need to follow the devs' requests. If you just post with your Kingdom name we can give it back to you specifically. Well, with all that jazz out of the way, here's your changelist:

Changelist:

- Bishops have taken up residence in the Church, and promptly started annoying the Paladins with their wily agnostic ways.
- Hunters now stalk the halls of the Thief Den, randomly laying traps and laughing at the unfortunates who fall into them.
- Magicians have pick up a few dirty tricks to crush slowed monsters.
- More lore subdungeons litter the north, filled with items and such.
- New items and Flooded Foundry now save.
- Oasis Town subdungeon walls stopped randomly detonating.
- Cursed Goats are no longer smart enough to revive as pacifists.
- Corestones are no longer smashable on dry land.
- Sprite coloration is more consistent for classes.
- Plants stopped shoving trolls around.
- Trolls have learned to hide in subdungeons.
- Troll shroud animation is distinct.
- Trolls no longer spawn CYDSTEPP.
- Djinn's IMAWAL looks amazing.
- Bloodmages have reclaimed their old spot on the adventurer selection screen.
- Infinite-Locker disabled (if you post to ask for it, we can give it to you, we can't officially post it).

Week 2: The Generic Holiday Update

It's holiday time around in the world of Desktop Dungeons! The tavern is filled with raucous cries from drunk, underpaid adventurers. Orcs have redecorated with new, equally tasteless, albeit more festive decorations. Even some monsters have adopted a special Christmas look, wearing Santa hats and such.

Yeah, no. Maybe next year.

Instead of being filled with holiday spirit, the tavern is filled with rumors about a secret foundry where golems are being produced, somewhere near Cursed Oasis. But they are rumors though, so take them with a grain of salt.

The only real act of holiday generosity, came (to everyone's shock) from the Kingdom's Bureau of Adventuring, Records, and Filing (BARF). BARF has actually recognized the recently-discovered dungeons as worth spending the paper to write about, so standard heroes who travel to these new destinations will finally have their achievements recognized and kept in Kingdom records. We hope. Filing mistakes do happen from time to time.

Well, no interesting holiday easter eggs from us, but steady progress continues. Since our one full-time incredible coder (seriously it's just him and he's awesome) has claimed he actually does have a life outside of making this, there probably won't be an update next week. But other than that we should be moving away from new dungeons for the next few weeks and focusing on polish issues like quests, saving, and the codex for our hopefully soon QCF-Forum-only release of the Northern content. So expect things to be quiet for awhile, and then get REALLY loud with new people showing up. Hope you've all had wonderful holidays, and here's a changelist on me:

Changelist:

- The Flooded Foundry awaits someone actually good enough to beat it.
- New dungeons should *hopefully* save victories and badges earned by the original classes. Please post any crashes related to this.
- A certain goat in a certain subdungeon should drop a certain cutlery item.
- The Hitball Administration is happy to announce they have properly set up in Darkwood Fringes and should no longer break everything when spawning as the subdungeon.
- Subdungeon monsters in Ancient Scrapyard are no longer ancient and properly award exp.
- The blacksmith kicked out the pesky Djinn who was living in his level 1 building.
- Vessel of Lekon's resist cap no longer capped at a mere 20%.
- Vessel of Lekon actually gets buffed by vicious token.
- Class panel on dungeons can now properly handle the extra rows of classes.
- Unstable monsters explode no matter how you kill them.

Week 1: Welcome to the Wonderful World of Weekly Updates!

Hello, everyone, Avatar here! In order to make things more regular for you all, we're shifting over to weekly updates. You can expect these to be rolled out sometime every Friday (EST time) accompanied by patch notes and a changelist. Things may be a bit bumpy at first (we're new at this), but hopefully this will make testing and keeping up with the mod easier for everybody.

On other good news, we've finally gotten the devs official approval! Things are still to be kept secretive for now, but expect some new (or old, rather) faces from the QCF Design forums to be showing up in a few weeks or so.

As for the actual update, I'll let the changelist speak for itself this time. Wouldn't want to make you read too much.

Changelist:

- Dailies are disabled.
- The Hidden Workshop has been discovered up north.
- Four new subdungeons have been added. They may be rather hard to find.
- Soul Sphere, Lord Soul, and Cult Talisman added.
- Troll is no longer by far the most fiddly class ever invented.
- Wanderer's BLOOD MIRROR reveals 5 tiles instead of 7.
- Deadman's pass has an original soundtrack.
- Desktop Dungeons Alpha nostalgia-inducing sound effect added. I won't spoil where, but any of you who've played the alpha will find it real quickly.
- Corrupting aura has been updated.

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