Dungeon Audits 2: The Re-Auditing
Let the streaks begin!
A single tear rolls down your well-manicured cheek as you read your latest report: The fun is finally over. For years now, you'd been sending adventurers to obscure, dangerous corners of the land, and all without a lick of oversight. That bit of despotic power had become a small, bright spot in your administrative routine. A little moment that reminded you of better days, of simpler days... of days before the zeppelin arrived. You didn't expect this loophole would last forever, but the enormous stack of pages in front of you makes you wish it had lasted just a bit longer. Alas, the paperwork chickens have come home to roost.
As best you can understand from your advisor's summary, the auditors have caught wind of, well, everything. The new dungeons you'd been plundering, the new jobs you'd been training, and even the new monsters you'd bred. Worse, the penalty they've levied comes not in gold, but in MORE AUDITING. In addition to a massive expansion of DERP's reach, they're expecting you file additional WELP reports that scout and audit places considered too dangerous for DERP. Your head aches with the thought of all the work you'll have to push onto your underlings, but, if things go well, at least you'll be able to gloat about your success in front of the other bureaucrats. It's those small things, after all, that make your job worth it!
You read that right, fellow administrators, we have daily and weekly runs! Run on its own leaderboard, you can now enjoy the typical daily experience alongside all the EE bells and whistles you've come to appreciate and fear. I'll save the details of exactly how their implementation works for the patch notes below, but suffice to say it's about as simple as booting up the game and clicking the daily button. The only notable difference (for now) is that Weekly Runs are begun exclusively from the main menu. This patch has a number of small fixes and changes bundled in as well, but the focus remains squarely on the daily/weekly systems. After all, we want to make sure that's rock-solid before we release Central. Expect to hear more about that soon™!
For now, have some spoiler-fied patch notes, including a detailed breakdown of how DERP/WELP function:
Misc. Changes and Fixes
Rebalance Changes and Fixes
Dungeon/Enemy Changes and Fixes
Trait Changes and Fixes
Item/Prep Changes and Fixes
Badge Changes and Fixes
A single tear rolls down your well-manicured cheek as you read your latest report: The fun is finally over. For years now, you'd been sending adventurers to obscure, dangerous corners of the land, and all without a lick of oversight. That bit of despotic power had become a small, bright spot in your administrative routine. A little moment that reminded you of better days, of simpler days... of days before the zeppelin arrived. You didn't expect this loophole would last forever, but the enormous stack of pages in front of you makes you wish it had lasted just a bit longer. Alas, the paperwork chickens have come home to roost.
As best you can understand from your advisor's summary, the auditors have caught wind of, well, everything. The new dungeons you'd been plundering, the new jobs you'd been training, and even the new monsters you'd bred. Worse, the penalty they've levied comes not in gold, but in MORE AUDITING. In addition to a massive expansion of DERP's reach, they're expecting you file additional WELP reports that scout and audit places considered too dangerous for DERP. Your head aches with the thought of all the work you'll have to push onto your underlings, but, if things go well, at least you'll be able to gloat about your success in front of the other bureaucrats. It's those small things, after all, that make your job worth it!
You read that right, fellow administrators, we have daily and weekly runs! Run on its own leaderboard, you can now enjoy the typical daily experience alongside all the EE bells and whistles you've come to appreciate and fear. I'll save the details of exactly how their implementation works for the patch notes below, but suffice to say it's about as simple as booting up the game and clicking the daily button. The only notable difference (for now) is that Weekly Runs are begun exclusively from the main menu. This patch has a number of small fixes and changes bundled in as well, but the focus remains squarely on the daily/weekly systems. After all, we want to make sure that's rock-solid before we release Central. Expect to hear more about that soon™!
For now, have some spoiler-fied patch notes, including a detailed breakdown of how DERP/WELP function:
Misc. Changes and Fixes
- Daily Runs (DERP) re-enabled!
- DERP unlock and gold rewards remain unchanged.
- DERP runs can select any normal/hard dungeon (except Gaan-Telet) and any class, including EE content.
- DERP preps include all new non-subdungeon EE items that aren't shiny utensils.
- DERP victories count for completion!
- DERP leaderboard and seed remain different from non-modded files.
- DERP runs respect your rebalance settings.
- DERP refreshes at 0:00 UTC.
- Weekly Runs (WELP) added!
- WELP unlocks after your first EE Vicious victory, and can be accessed FROM THE MAIN MENU. (Go into your Kingdom once to trigger this.)
- WELP runs award 750 gold for attempting.
- WELP runs can select any Vicious dungeon (except Gaan-Telet) and any non-monster class.
- WELP preps work identically to DERP preps.
- WELP victories count for completion!
- WELP wins increase your win streak by 1. WELP losses/skips DO NOT break your win streak.
- WELP runs respect your rebalance settings.
- WELP refreshes at 0:00 UTC on Thursdays.
- 2.5x window scaling option added.
- In sorted mode, classes now display in a fixed order on the selection screen.
- Tiny white numbers no longer sometimes appear in the codex.
Rebalance Changes and Fixes
- Refreshment will no longer drain CP from unconvertible glyphs.
- Chemist potions now properly restore 20% when set to Rewind or Rebalance.
Dungeon/Enemy Changes and Fixes
- Elisssa 2's speech will no longer ever re-trigger.
- Illianarix no longer spawns plants when killed.
Trait Changes and Fixes
- Bewitch stacks now consistently apply at the end of combat interactions. (A Bewitch 1 enemy will consistently bewitch after every fireball.)
- Essence Drain stacks now interact properly with other damage-changing effects.
- Protective Blessing animations no longer play on dungeon start.
Item/Prep Changes and Fixes
- Slaughter Sigil redesigned.
- Rock Heart's restore no longer removes overheal and overcharge.
- Buildings now apply preps in a fixed order.
- Preps dropped due to inventory overflow now drop near the entrance.
Badge Changes and Fixes
- The Previous Run button no longer allows playing non-Guard classes in Disposable.
- Various Disposable Labyrinth wall bugs fixed.
Surprise Update - Irregular Maintenance
Nothing to see here, folks.
As an administrator, you consider it your sacred duty to ignore your experts’ prognostications. They say there are cracks under the surface that might break. They say you should spend your time and money fixing problems before they occur, not after. They say even the monsters have been doing it recently. But you’re no fool. Why waste money on it now when you could spend money on it later?
Still, broken clocks are right occasionally: Multiple areas of major monster-related concern have shown big shakeups in the recent days. Reports from the North, often viewed as ‘old news’ by veterans, have documented significant shifts in the structure of golem foundries and the specifics of certain goat-related rituals. And maybe they have a point about problems occurring too, with various inconsistencies cropping up in your adventuring paperwork. Well, and perhaps they might also have a point about cracks beneath the surface, with reports of would be adventurers running into something called ‘installer issues’. You’re certainly not going to tell your experts that, though.
In other news, your insurance agents, sick of having to pay out for maimed adventurers, have concocted a new form of magic. This Mystic Projectomancy—or was it Misclick Protectomany?—should help them step in and prevent adventurers from making lethal blunders unintentionally, should you choose to deploy it.
Surprise! While the work with Central continues to happen behind the scenes, we’ve decided to get ahead of two other major additions: Our brand new installer and misclick protection! The latter is a setting that you can toggle on and off, and should be rather straightforward. The former, however, does mean everyone needs to freshly re-install the mod, just this once. It's a bit off a hassle, but it should make future updates much simpler for everyone. Notes on the new installation process can be found on our Download page! By releasing these upgrades early, hopefully we can get out some of the presumed bugs and issues to make the upcoming v1.0 a smoother and simpler content-only patch. Then, once we decided we were patching, we figured, “Why not bundle in a bunch of the minor fixes and tweaks we’ve made to published content?” So, while it’s not a proper content patch, here’s a nice, meaty update to keep tiding you over until the big Central release!
And now, spoiler-fied patch notes, with bolded larger changes, for your viewing pleasure:
Rebalance Changes and Fixes
Dungeon/Enemy Changes and Fixes
Quest Changes and Fixes
Class Changes and Fixes
Trait Changes and Fixes
Item/Prep Changes and Fixes
Badge Changes and Fixes
Misc. Changes and Fixes
As an administrator, you consider it your sacred duty to ignore your experts’ prognostications. They say there are cracks under the surface that might break. They say you should spend your time and money fixing problems before they occur, not after. They say even the monsters have been doing it recently. But you’re no fool. Why waste money on it now when you could spend money on it later?
Still, broken clocks are right occasionally: Multiple areas of major monster-related concern have shown big shakeups in the recent days. Reports from the North, often viewed as ‘old news’ by veterans, have documented significant shifts in the structure of golem foundries and the specifics of certain goat-related rituals. And maybe they have a point about problems occurring too, with various inconsistencies cropping up in your adventuring paperwork. Well, and perhaps they might also have a point about cracks beneath the surface, with reports of would be adventurers running into something called ‘installer issues’. You’re certainly not going to tell your experts that, though.
In other news, your insurance agents, sick of having to pay out for maimed adventurers, have concocted a new form of magic. This Mystic Projectomancy—or was it Misclick Protectomany?—should help them step in and prevent adventurers from making lethal blunders unintentionally, should you choose to deploy it.
Surprise! While the work with Central continues to happen behind the scenes, we’ve decided to get ahead of two other major additions: Our brand new installer and misclick protection! The latter is a setting that you can toggle on and off, and should be rather straightforward. The former, however, does mean everyone needs to freshly re-install the mod, just this once. It's a bit off a hassle, but it should make future updates much simpler for everyone. Notes on the new installation process can be found on our Download page! By releasing these upgrades early, hopefully we can get out some of the presumed bugs and issues to make the upcoming v1.0 a smoother and simpler content-only patch. Then, once we decided we were patching, we figured, “Why not bundle in a bunch of the minor fixes and tweaks we’ve made to published content?” So, while it’s not a proper content patch, here’s a nice, meaty update to keep tiding you over until the big Central release!
And now, spoiler-fied patch notes, with bolded larger changes, for your viewing pleasure:
Rebalance Changes and Fixes
- Taurog now deducts 2 piety for glyph casts again when rebalanced.
- Swashbuckler now gets his advertised 3 mana GETINDARE when rebalanced.
- GG’s Humility now only gives the bead when rebalanced.
- EM’s Vine Form now correctly awards only +3 health when rebalanced.
- EM’s Plantation no longer doubles plant spawns when prep-penaltied on rebalance.
Dungeon/Enemy Changes and Fixes
- Chieftain Dal’Zak has a fresh look!
- Lost Dragon Spawn health reduced, but it no longer takes damage on plant kill.
- Flooded Foundry now has a new layout, more free stones, and a consistent final boss.
- Lekon’s Table's boss mechanics have been overhauled for greater simplicity.
- Much of Phantom Citadel’s monster set have received significant stat boosts.
- Fixed Phantom Citadel’s final boss sometimes becoming an actual phantom.
- Exile’s Path gains a 1.5 difficulty modifier and an extra bridge, while losing its level up punishments.
- Exile’s Path post-swap is now considered main dungeon for effects that check that.
Quest Changes and Fixes
- The Edge of the World no longer suddenly completes if you pickup “Forlorn” in a random subdungeon.
- The Peak of Fitness’ fail popups now check to see if you’re even playing crusader.
- PQI fail popups now capped at once per run, instead of cheekily reminding you of your failure every kill.
Class Changes and Fixes
- Spy’s Strategy stacks now offer +1 damage/level, but are spent all at once.
- Spy scouting made flashier.
- Swashbuckler’s mana refill on dodge swapped for +2 mana restore on kill.
- Djinn now counts all duplicate glyphs in inventory as one for damage boosts and costs.
- Djinn has a fancy new portrait!
- Magician’s SMOKE AND MIRRORS now clears all stacks of corrosive strike.
Trait Changes and Fixes
- Killed reviving enemies now appear on the run end screen with a grey number too.
- Bewitch now cures when spending 2 mana on a 0 cost glyph.
- Spawn plants now only triggers on significant instances of damage, and only once per click.
- Chaotic now only triggers on significant instances of damage.
- Overcharged mana now persists when casting a 0 cost glyph.
Item/Prep Changes and Fixes
- Tooltips should pop up much faster on mouse-over now.
- Heart of the City reshrouds slightly less per level.
- Potion preps are no longer quietly free. (Whoops.)
- If you only select one mutator, it will show that mutator on the run end screen.
- The mutator prep will no longer show up on the run end when you select and deselect a mutator.
Badge Changes and Fixes
- The Dungeon Panel now correctly displays X/10 badges instead of X/11.
- Egotistical now actually awards its gold bonus, instead of just displaying it.
- Egotistical no longer removes Pravesh’s Elven Boots drop.
- Oasis Town Curious cursed goats are no longer twice as curs-y.
- Creeplight Ruins Curious no longer breaks if you kill the sacrificial goat.
- Disposable items now show on the run end screen.
- VGT Disposable’s -1 piety penalty no longer affects boons or conversion.
Misc. Changes and Fixes
- Misclick protection added as a mod setting. When enabled, it blocks lethal clicks. It can be overrided by the sadistic (or by optimistic dodgers) with a double-click to kill your adventurer the old-fashioned way.
- No more infinite loading on startup!
- Dancing Blade now has a portrait!
- EE Dungeon completion colors now update without needing PQI to change.
- Changing floors now cancels wand targeting to avoid cheese.
- LEMISI proximity spawning priority bug fixed.
- Heaps of typos fixed.
- Spy scouting made flashier.
The R-EE-balance Releases!
It's here at last!
Rewind-enjoyers, rejoice! All of your favorite non-rewind Desktop Dungeons: Rewind adjustments can now be enjoyed on the original Desktop Dungeons! Even better, for those who are looking to spice up their Desktop Dungeons meta a bit further, you can now play with our in-house balance changes. We've aimed to increase the flexibility of most of the game's least flexible options (without raising the power ceiling), and only nerfed the most flagrant offenders. You can read the full notes on all of that on our new Rebalance page.
Beyond that, this patch also serves as final Pre-Central patch of the Extreme Edition. All those missing Curious and Disposables have been added, a few balance changes and improvements snuck in, and a whole bucket of bugs has been fixed! From here on out, it's just developing for the Official EE 1.0 Central release. It'll be awhile before we share any more news on that, but it's well under development and promises a whole lot of smaller things to round out the EE experience, alongside the grand finale!
Anyways, I'll not waste more of your time. Go play the Rebalance! Patch notes follow, with bolding for larger changes (spoilers, ahoy, as always):
Rebalance Changes and Fixes
Dungeon/Enemy Changes and Fixes
Quest Changes and Fixes
Trait Changes and Fixes
Item/Prep Changes and Fixes
Badge Changes and Fixes
Misc. Changes and Fixes
Rewind-enjoyers, rejoice! All of your favorite non-rewind Desktop Dungeons: Rewind adjustments can now be enjoyed on the original Desktop Dungeons! Even better, for those who are looking to spice up their Desktop Dungeons meta a bit further, you can now play with our in-house balance changes. We've aimed to increase the flexibility of most of the game's least flexible options (without raising the power ceiling), and only nerfed the most flagrant offenders. You can read the full notes on all of that on our new Rebalance page.
Beyond that, this patch also serves as final Pre-Central patch of the Extreme Edition. All those missing Curious and Disposables have been added, a few balance changes and improvements snuck in, and a whole bucket of bugs has been fixed! From here on out, it's just developing for the Official EE 1.0 Central release. It'll be awhile before we share any more news on that, but it's well under development and promises a whole lot of smaller things to round out the EE experience, alongside the grand finale!
Anyways, I'll not waste more of your time. Go play the Rebalance! Patch notes follow, with bolding for larger changes (spoilers, ahoy, as always):
Rebalance Changes and Fixes
- Rebalance, Monster Scouting, and Fighter toggles added. See Rebalance page for more info!
Dungeon/Enemy Changes and Fixes
- Heretic Bronze now more clear in its directions.
- Geasa in Mire's Heart now show their requirement as a number on the trait.
- Glowing Guardian's Geas no longer reduces your XP requirement.
- The Blasphemer's base stats have been increased.
- The Ship in Seaside Fortress now has one less ring of blackspace.
- Frozen Dragon stats have been adjusted to mitigate the ease of DR cheese.
- Both Frigid Battlefield bosses now grant XP.
- Vilebloods no longer poison.
- Frozen Wraiths no longer curse.
- Swamp worm stats slightly increased.
- Egotistical Flint Devils and regular Young Cave Snakes now have names again.
- A few accidentally removed lore subdungeons are now back in the possible spawn pool.
Quest Changes and Fixes
- Errand Boy, Pt. 1 no longer requires the Hoarder badge.
- Fee-Fi-Fo-Fum, Pt. 1 no longer requires the specialist badge.
Trait Changes and Fixes
- No Experience monsters (not plants) now show on the run end screen with a gray level number.
- Spawn Plants now prioritizes empty spaces. You're welcome.
- Bewitch no longer triggers on burn pop.
- Changing the sprite of a slowed monster no longer removes the slow orbs.
- Drained now removes 60% max health (30% for bosses) and codexes properly.
- Riposte now double-counts Damage Reduction and Corrosion.
- The obscure Steel Soul trait now has an icon.
Item/Prep Changes and Fixes
- Fire heart now predicts on mouse-over.
- Troll Blood nerfed to 10 tiles.
- The BLUDTUPOWA in your Bag O' Tricks no longer costs health.
- Jehora no longer gives out infinite piety for Tracking Dog.
- GUDLAWD can now be lockered.
- Severed Tail no longer eats your stat gain when double-leveling.
- Shadow Heart no longer weirdly removes Snare on pickup.
Badge Changes and Fixes
- Western Curious and Disposable added! They're pretty great, in my opinion!
- Oasis Town Curious now spawns altars again. Not sure how that one happened. Our bad.
Misc. Changes and Fixes
- When attempting to load a save that also has the Aqua Edition mod, a warning will be displayed to help prevent data loss.
Restoring the Balance
Welcome to the new old Desktop Dungeons!
With the new Western adventures mostly complete, you've had plenty of time for R&R. Too much time, probably, because your dreams as of late have grown quite... strange. Some nights, deep in slumber, you see adventures playing out in reverse. Other nights, you grow quite convinced that you're living in a 2D simulation of 2.5D world. These odd realms mirror your own, but you can't help but notice slight inconsistencies: Dwarves look a bit heartier, adventurers detect threats before running into them, and fighters seem to learn without killing a thing!
Each night, you can feel your grip on reality loosening a bit more. Dream and reality flow seamlessly together, and by the time things transpire in one realm, they have already occurred in another. In spite of this, you're doing better than ever! Dream or reality, rewinding or unwinding, you're the administrator of every realm you envision, so the more, the merrier! You might not be sure how much CP your orcs need to grow muscles, but that's hardly a concern in the face of your newfound transcendence. Besides, you expect they'll enjoy the variety.
Well, Desktop Dungeons: Rewind has finally released, and it's great! In addition to bringing many more into the Desktop Dungeons fanbase, Desktop Dungeons has seamless save transference between the original and Rewind, meaning that you can move your Rewind save to the original to play the Extreme Edition. Unfortunately, Rewind has made a number of positive balance tweaks that the original currently lacks... until... SOON! In our next, soon upcoming update, Desktop Dungeons: Extreme Edition will be backporting DD:R's improvements, and adding more!
Through a new "Mod Settings" section of your menu, you will be able to enable and disable things like Rewind's one-tile monster scouting and balance tweaks. We've also created our own, somewhat extensive set of balance improvements that extend beyond what Rewind had time to add prior to its release! (Unfortunately, we could not backport the rewind itself, for a number of reasons.)
While these won't fundamentally change the game, they should significantly improve gameplay and strategy variety, particularly in the mid-to-late game, once players have unlocked all gods. Say goodbye to the auto-preps, and get ready to be surprised by actually worshipping that one god you can't stand! No, seriously. She's quite solid now. Of course, if you want to keep running the classic experience, you can turn off any and all of these features at any point (other than in the middle of a run).
We hope you'll enjoy the flexibility and variety this next update brings to the Extreme Edition, in addition to the standard bugfixes and new Curious+Disposable runs that a post-region patch brings! Expect to hear more from us soon on the release date for this patch, as well as plans for the future, final major region. Meanwhile, happy adventuring, and I'll see you on the Rewind Daily Leaderboard!
With the new Western adventures mostly complete, you've had plenty of time for R&R. Too much time, probably, because your dreams as of late have grown quite... strange. Some nights, deep in slumber, you see adventures playing out in reverse. Other nights, you grow quite convinced that you're living in a 2D simulation of 2.5D world. These odd realms mirror your own, but you can't help but notice slight inconsistencies: Dwarves look a bit heartier, adventurers detect threats before running into them, and fighters seem to learn without killing a thing!
Each night, you can feel your grip on reality loosening a bit more. Dream and reality flow seamlessly together, and by the time things transpire in one realm, they have already occurred in another. In spite of this, you're doing better than ever! Dream or reality, rewinding or unwinding, you're the administrator of every realm you envision, so the more, the merrier! You might not be sure how much CP your orcs need to grow muscles, but that's hardly a concern in the face of your newfound transcendence. Besides, you expect they'll enjoy the variety.
Well, Desktop Dungeons: Rewind has finally released, and it's great! In addition to bringing many more into the Desktop Dungeons fanbase, Desktop Dungeons has seamless save transference between the original and Rewind, meaning that you can move your Rewind save to the original to play the Extreme Edition. Unfortunately, Rewind has made a number of positive balance tweaks that the original currently lacks... until... SOON! In our next, soon upcoming update, Desktop Dungeons: Extreme Edition will be backporting DD:R's improvements, and adding more!
Through a new "Mod Settings" section of your menu, you will be able to enable and disable things like Rewind's one-tile monster scouting and balance tweaks. We've also created our own, somewhat extensive set of balance improvements that extend beyond what Rewind had time to add prior to its release! (Unfortunately, we could not backport the rewind itself, for a number of reasons.)
While these won't fundamentally change the game, they should significantly improve gameplay and strategy variety, particularly in the mid-to-late game, once players have unlocked all gods. Say goodbye to the auto-preps, and get ready to be surprised by actually worshipping that one god you can't stand! No, seriously. She's quite solid now. Of course, if you want to keep running the classic experience, you can turn off any and all of these features at any point (other than in the middle of a run).
We hope you'll enjoy the flexibility and variety this next update brings to the Extreme Edition, in addition to the standard bugfixes and new Curious+Disposable runs that a post-region patch brings! Expect to hear more from us soon on the release date for this patch, as well as plans for the future, final major region. Meanwhile, happy adventuring, and I'll see you on the Rewind Daily Leaderboard!
Extreme West Released!
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
Quest Changes and Fixes
Class Changes and Fixes
Item/Prep Changes and Fixes
Badge Changes and Fixes
Monster Changes and Fixes
Miscellaneous Changes and Fixes
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
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
Class Changes and Fixes
Item/Prep Changes and Fixes
Dungeon Changes and Fixes
Badge Changes and Fixes
Monster Changes and Fixes
Miscellaneous Changes
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
Curious Den of Danger: Taking 'Random Monster Set' to a whole new level.
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
Item Changes and Fixes
Dungeon Changes and Fixes
Scrooge Changes and Fixes
Curious Changes and Fixes
Disposable Changes and Fixes
Trait Changes and Fixes
Glyph Changes and Fixes
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!
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!
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!
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
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
...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
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
...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!
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...
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
Item Changes and Fixes
God Changes and Fixes
Dungeon Changes and Fixes
Puzzle Changes and Fixes
Badge Changes and Fixes
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.