Dungeons of Dredmor - Valve
• FIXED: various issues with saving and loading games, including but not limited to your inventory disappearing, your save games breaking, and you losing levels when entering or leaving the pocket dimension.
• FIXED: The Traditional Achievement Fixing Ritual has been performed. (Please join in at home by chanting to the Pterodactyl Wizards until you feel the icy grasp of their claws upon your shoulderblades.)
• FIXED: primary stats not being buffed by skills
• FIXED: game now runs correctly on machines with international localizations.
• FIXED: aggressively regenerate levels when a level has been deleted from a save game.
• FIXED: instructions now included on Magic Box pop-up.
• FIXED: sight radius could not be decreased
• FIXED: flickering up/down buttons in the skills tree
• FIXED: phantom slots on skills grid
• FIXED: crash clicking "next" on tutorial button
• FIXED: at low resolutions, wizard key falls offscreen at 2x mode
• FIXED: magic box could be exploited to steal from shops
• FIXED: Steam overlay not working in -opengl mode
• FIXED: missing expansion2 caused problems with expansion3
• FIXED: spell points could result in negative mana
• FIXED: dagger and polearm bonuses now only apply when wielding a dagger or a polearm
• FIXED: Confiscate Evidence allowed theft
• FIXED: rutabagas would dash repeatedly at you, either killing you instantly or locking the game
• FIXED: named monsters no longer spawn in Mysterious Portals in enormous piles
• FIXED: clicking the Digest button in the pocket dimension no longer freezes the game
• FIXED: item stacking problems
• FIXED: buff stacking problems
• FIXED: skill level is now actively checked when encrusting a weapon
• FIXED: when we add a steam achievement, we also add the local achievement
• FIXED: some local achievements
• FIXED: transmuting monsters could repeatedly set off traps
• FIXED: various other polymorphing monster crashes
• FIXED: Insufficient terrifying and foreboding graffiti on the walls. Added terrifying and foreboding graffiti to the walls in preparation for the Ominous Countdown.
• FIXED: Brittle stacks do not refresh after changing levels.
• FIXED: "Platinum Ring" removed from Lucky Find spawnlist because it doesn't exist.
• Increased all monster perception values.
• Slightly nerfed first level polearm skill.
• Fixed polearm stance effects that weren't firing.
• Made high level polearms harder to craft.
• Lucky pick automatically opens locked doors without requiring a lockpick, and no longer requires Lockpick Spamming.
• Radiant Aura, Magic Steel buff stacksize capped at 1.
• tweaked Healing Rain effect.
• tweaked This Root Shall Suffer to cause more suffering.
• Fixed some random spelling and grammar stuff.
• UI: darkened Krong popup dialog background to make icons easier to read
• UI: darkened resistance & damage extension widgets to make icons easier to read
• Master of Arms description updated to reflect chance of triggering "Suit Up"
• removed unnecessary skill category tags
• Tentacular Infestation bolt no longer infests you with tentacles when it hits other people
• Very Sharp Wall of Blades Stance now hits enemies with small amount of piercing/slashing when player is attacked
• Fixed Helm of Threepwood artifact quality
• enhanced the Broadside skill
• added a new sound for Broadside
• FIXED: Ravens now make proper sounds. Quothing is involved.
• FIXED: Mage's Mana Maille buff stacksize capped at 1
• FIXED: All eruptors spawn fewer traps. It was getting ridiculous.
• FIXED: Clockwork Knight: teleport animations removed from movement-based spells
• FIXED: Puissant Veil now hits enemies with magic damage when player is attacked
• FIXED: Multiple, multiple issues with the Arcane Capacitor. Who thought it was a good idea to have a spell with 200 lines of scripts for it anyway?
• FIXED: decreased monster charge attack damage (see: Deadly Rutabagas of Death)
• FIXED: Insurance Fraud issues when used on a corpse.
• FIXED: Encrustings would fire 100% of the time.
• Communist healing skill may now fire commie debuffs
• Hammer and Sickle can be found in the dungeon
• Hammer is now craftable
• Sandstorm nerfed (Sandstorm damages reduced, mana cost increased, additional player debuff added)
• Asp Empowerment buff changed to fire less commonly
• Damage scaling added to "Alien Weapon" skill
• added special craftable Communist Armour & Helm
• Bailout should now remove fiscal responsibility
• Pyramid Scheme can now trigger correctly
• Reform and Opening now actually pays out
• gave minor passive bonuses to Tourist & Paranormal Investigator
• added missing item definitions for Helm of Ultimate Knowledge and Shrat's Helm
• added four new high-level daggers
• Added some more Wizardlands so we don't keep running into that room with the Evil Clones all the time. (Wizardland Geometry may slightly change as a result.)

Dungeons of Dredmor - Valve
NOTE: This is a major patch. We have tried to keep save games compatible between versions, but if we have not succeeded we apologize. We also strongly recommend being patient around mods; it may take a little time for mod creators to get their work updated to run with the new version of Dredmor.

• SKILL: Two new skills, Daggers and Polearms.
• SKILL: Accompanying new weapons for the Same.
• SKILL: Shields: Defensive Bash changed to scale damage by block%
• SKILL: Miscellaneous, undecipherable skill tweaks that absolutely nobody will notice.
• CORE: burn="1" effect removed from game.
• CORE: Minibosses!
• CORE: Charging, dashing monster attacks and types
• ITEM: Bolt of Mass Destruction: uses a more correct Blinding Flash effect
• UI: New screens in-game for achievements
• UI: Auto-SKOL! ALT-SHIFT-CLICK to automatically convert any item in your inventory to Lutefisk.
• UI: 2X controls are now on individual elements, instead of a global setting
• UI: Character window can now be dragged around the screen.
• UI: Crafting now has useful tooltips.
• UI: Lutefisk Cube now also has a tooltip. (Mainly, it tells you that you have Lutefisk. It's not a very useful tooltip.)
• UI: Crafting now has a button to access it on the belt panel.
• UI: Buffs that are stacked now display the # of buffs in a stack, and provide a visual cue
• UI: Page count now exists in the Tutorial list
• UI: You can now choose your title screen.
• GAMEPLAY: Miniboss support.
• FIXED: Fiery Wand now properly scales damage with Wandcrafting
• FIXED: made some more sconces unpushable
• FIXED: Glacial Burst Trap
• FIXED: Playing for Both Teams Achievement should now trigger properly.
• FIXED: position of "Digest" button on 2X UI widget
• FIXED: Blackjack. Again. Hah.
• FIXED: The weird random crash that you occasionally get going downstairs for no good reason. (We think.)
• FIXED: Don't let user trapdoor through bottom floor of the dungeon when debugging things; that's bad.
• NERFED: Promethean Magic. Again. This time via increased mana cost.
• ART: Raven sprite moved to Core game.
• ART: Raven sprite now slightly colorized.
• SFX: A bunch of new sound effects.
• GAMEPLAY: Drunkenness. It's a thing.
• GAMEPLAY: Monsters now have a sight cone, and sneaking now works better. Monsters have two states, "suspicious" and "attempting to kill you."
• GAMEPLAY: Added a Pocket Dimension, for your Storage Needs! Find a suitable set of Wizard Keys.
• GAMEPLAY: Added new achievements! (Nobody expects these to work at this point, do they? Nah.)
• MODS: Added "buff type" hints for removing buff effects from a particular skill tree.
• MODS: Custom engravings now show tooltips if they have a description.
• CORE: Total rewrite of the save-game system. Save games are now stored in directories. At some point, we will load things one level at a time (and make our autosave significantly better); this was not done for this build, but the framework is in place.
• CORE: As an added bonus, loadsave.dat is now dead.
• STEAM WORKSHOP: Various Steam Cloud issues.
• STEAM WORKSHOP: Mods are now embedded in save games, so that Steam Workshop won't automatically update, overwriting your mods and breaking your save game.
• STEAM WORKSHOP: Mods published to Steam Workshop are now tagged.
• SKILL: Level 5 Vegan will now only remove Vegan-related debuffs.
• SKILL: The Cure will only remove one random debuff instead of all debuffs.
• FIXED: Fixed a misplaced blocker in the Zomby Zoo.
• FIXED: Capacitor had something broken with it. Somewhere. We fixed it.
• SKILL: Made Essence of Battle removeable (and it'll take all your mana if you do remove it.)
• SKILL: Player can no longer resist Empowered version of Chronomantic Twist.
COTW: It exists. Go play!

Dungeons of Dredmor - Valve

CORE: Astrology has been revised to make it a more appealing skill line.
CORE: Fleshsmithing has been re-arranged and re-balanced. New skill
order: Zombyfycation, Knit Tissue, Fleshbore, Meatshield, Corpus Burst, Miasmatic Putrefaction.
CORE: Zombyfycation is now an area-effect spell.
CORE: Tinkering, smithing, alchemy and wand lore have now been extended by one skill point (via crafting, naturally.) You can now gain more exciting, passive bonuses. Everyone loves passive bonuses.
CORE: Wands are generally better. Many effects now scale to your wandcrafting power.
TRAPS: Caltrops added to the game. Why? Because your hatred tastes like the finest chocolate, that's why.
FIXED: Achievements.
ADDED: More achievements. (They're probably broken.)
FIXED: Older, Mac OS X based machines with the Radeon x1660 Graphics Card will now run Dredmor correctly. (Also, they're a lot faster too.)
FIXED: Removed the Mushroom Shuffler. You don't need to know what this is; just be thankful that we removed it.
FIXED: Wand lore will no longer show up on artifacts.
FIXED: Quest monsters will no longer spawn in walls.
FIXED: Other things will no longer spawn in walls. Mainly, this applies to quest monsters.
FIXED: The random zoo crash. We think.
FIXED: Some issues where shopkeepers will refuse to appear in the right area.
FIXED: Bolt machines. (We're not sure what we fixed; the notes just say "Bolt Machines." So that's fixed.)
FIXED: Crossbows now correctly reduce the # of attacks on attack buffs.
FIXED: The "affectCorpses" flag now works correctly on most spells.
FIXED: Unarmed attacks will now trigger even if you have a crossbow.
ROTDG: Piracy is now significantly more ... interesting.
ROTDG: Fixed percentages on "No, Now You Are The Demons"
FIXED: Do not let the user load save games with mods, if they do not have those mods enabled.
FIXED: Booze, food, consume buffs.
FIXED: A Zillion Crash Bugs.
FIXED: Ten Zillion XML Errors. (Thanks to Todd Moon for his excellent XML Validator, which taught us how to repair our own game. Also, how to
FIXED: Dodging a monster attack will no longer trigger an onHit effect (Blobs of Corruption; Hungry and Thirsty Diggles; etc.)
FIXED: Monsters stepping on blink traps will no longer apply the blink curse to the player.
FIXED: Crafting UI will now refresh automatically when you open it.


EXPANSION PACK: You Have To Name the Expansion Pack is released! Enjoy the sweet, sweet taste of Nameable, Free, DLC!

Dungeons of Dredmor - Valve

- FIXED: Save game compatibility with 1.0.8 save games.
- FIXED: Save game issues on levels > level 2.
- FIXED: crash looking at bookshelves containing a wand recipe
- FIXED: hordes spawning off screen causing crash in script code. (This was the Moustache Fighting League. Again. Not even kidding.)
- FIXED: primary and secondary stat buffs not loading in mods.
- Redrew minimap icons so that they are beautiful.
- Additional wandcrafting recipes.

Dungeons of Dredmor - Valve

- FIXED: n-dimensional lathe was, in fact, a giant game-crashing exploding bomb
- FIXED: wandcrafting recipes being lost after load/save
- FIXED: crafting tool output not displaying
- FIXED: some crossbows not working [RotDG]
- FIXED: some mittens not working [RotDG]
- FIXED: Axe of Dinglenit was worth 0 zorkmids [RotDG]
- FIXED: Gloriously Regal Belt using description from Bullet Belt
- FIXED: That blasted lever room will only show up once per level. It was getting to be a bit of an issue.
- FIXED: "Cat Ears" helmet was using the wrong art [RotDG]
- FIXED: "Runes" showing up in gem transmutation
- FIXED: Diggle plague just being all kinds of nasty
- FIXED: Chest/helm tooltips switched on character panel
- FIXED: Skills that give primary stats, wouldn't give the correct stats
- FIXED: Mustache Fighting League room would fill with infinite mustaches
- FIXED: very rarely, scripts would spawn an entire horde of monsters off of the bottom of the map.
- FIXED: tutorials showing up twice
- FIXED: took out more broken tutorials
- FIXED: game crashing at start new game screen on Mac OS X 10.5.8.
- FIXED: Heal-over-Time (HoT) effects being resisted (Fairywodger; Knit Tissue; etc.)
- FIXED: Mysterious portal crashes. [RotDG]
- FIXED: Steam achievements now trigger for expansion skills.
- FIXED: mods will now correctly load rooms.xml and text.xml
- FIXED: last skills in modded-in-skill-tree would crash the game
- FIXED: the amazing exponentially-multiplying Diggle Egg Stacking bug.
- Minor tweaks, balances, etc.
- Corrupted Shrines are now mildly more interesting.
- Better decor on Diggle God Shrines. [RotDG]

Dungeons of Dredmor - Valve
CHANGELOG for 1.0.6:
FIXED: Map zoom is now saved between gameplay sessions
FIXED: a broken room defintion that would always lead to a gargoyle trap spawning behind a food dispenser.
FIXED: Items held in the player’s hand are no longer lost on save/load.
FIXED: Rod charging no longer prevents priming items after use.
FIXED: The game now realizes that you are in a shop after you load the game… and are in a shop.
FIXED: Food vending machines now have correct tooltips.
FIXED: Items from the ground can no longer be used as active skills.
FIXED: Overridden equipment during the start of the character creation process will give you permanent Mystery Bonuses.
FIXED: Monsters will now check to make sure the player isn’t standing on a corpse before they bring it back to life.
FIXED: After you steal things from Brax, you can now use them as items.
FIXED: The DIGEST button will now halt if you see an enemy or get attacked by one.
FIXED: Uberchest lock state no longer resets after save and load.
FIXED: Blink Batties now Blink. (So does Lord D.)
FIXED: Various broken Steam achievements (Monsters with Omelettes, The Critic, anything else with a counter)
FIXED: digging ray crash.
FIXED: misaligned close button in Quest window.
FIXED: Unarmed damage bonuses are no longer applied to range attacks, or thrown attacks.
FIXED: Unskilled weapon wielding penalties no longer affect thrown, or crossbow, attacks.
FIXED: Unarmed bonuses now apply even if you wield a crossbow.
FIXED: Vandalized Dredmor Statues now save their obstruction state correctly.
FIXED: WASD now breaks statues, lets you run into some other things and use them
GAMEPLAY: The resistance statistic now gives you a roll to block corruption attacks.
GAMEPLAY: Mace and Axe skill trees have been revamped and enhanced.
GAMEPLAY: Lord Dredmor can no longer be stunned or charmed.
GAMEPLAY: Reworked Necronomiconomics.
GAMEPLAY: Smithing is now a Warrior archetype.
GAMEPLAY: Sneakiness has a -20 modifier.
GAMEPLAY: Elemental Weapons now have some Elemental Resistances. Or something.
GAMEPLAY: Added a bunch more items, including a keytar.
GAMEPLAY: Some crafts are now unhidden by default.
GAMEPLAY: Added the Mosolov Cocktail! Don’t drink it all at once.
GAMEPLAY: The 2X bottom bar is now implemented. We’ll do the rest next patch.
COSMETIC: Monster spellcasting now shows up on the text ticker.
COSMETIC: More minimap icons!
INTERNAL: Hidden Fun Stuff to make it so we can turn on the mod support without breaking everybody’s save games. (That said, we have to put it in the patch before the mod support so that… well, so that it doesn’t break everybody’s save games.)
INTERNAL: Hidden Fun Stuff, related to the Other Hidden Fun Stuff.
Dungeons of Dredmor - Valve
  • FIXED: Game not correctly processing some right clicking mouse clicks.
  • FIXED: Lag due to blood splatters.
  • FIXED: Dual wielding was not working, in particular the last skill.
  • FIXED: Shield bearer skills were not correctly granting passive attributes.
  • FIXED: A number of screwed up achievements in the "skill set" categories.
  • FIXED: Warrior health (and other things) were not being calculated correctly.
  • FIXED: various spells not working due to having incorrectly set sight buffs.
  • FIXED: primary skill buffs were not passing their bonuses through to secondary skill calculations.
  • FIXED: Item duplication bug when hitting "0".
  • FIXED: incorrect item values for Cybertronic Amulet.
  • FIXED: incorrect item values for Dark Orb.
  • FIXED: being able to save and quit the game after your death.
  • FIXED: nightmare curse not actually putting monsters to sleep (or correctly triggering the DOT)
  • FIXED: narcosomantic induction not always putting monsters to sleep.
  • FIXED: SHIFT-Click mode, when turned on, doesn’t correctly handle SHIFT-Clicking as regular clicking.
  • FIXED: unliving walls do not become permanent blockers after saving and re-loading the game.
  • FIXED: stacked necronomiconomics penalties prevent the player from disabling his other buffs.
  • FIXED: right-clicking, off turn, causes left-clicking behaviours..
  • FIXED: infinitely long Diggle health bars.
  • FIXED: monsters not dying when affected by buffs that reduce their HP (acid burn, etc.)
  • FIXED: monsters who are stunned or asleep can no longer dodge, block, or counter-attack.
  • FIXED: blank pedestal spawning in the Tomb of the Unknown Hero.
  • FIXED: certain weapon powers from Krong never activated
  • FIXED: various ways in which the player could abuse the shopping system
  • FIXED: some items becoming stackable after you put them in crafting tools.
  • FIXED: potion stacking stops working after you save, reload, and put it in a craft tool.
  • FIXED: vampirism causing haywire (or crit buffs); normal spellcasting NOT haywiring
  • FIXED: bad text in wand, potions tutorials
  • FIXED: KRONG text no longer mentions crafting skill
  • FIXED: starting part of Monster Zoo music wasn't playing
  • FIXED: This Translation Is All Wrong! wasn't clearing damage effects on weapons, causing massive damage stacks
  • FIXED: a number of spells were not correctly applying blasting damage (Thor's Fulminaric Bolt, for instance.)
  • FIXED: Vampires are no longer told to "eat food to regain health."
    (Now they must dreeenk blaht.)
  • FIXED: double "bad weapon" penalties.
  • FIXED: a bunch of monster inheritance issues.
  • FIXED: crash on fullscreen with OS X 10.7
  • FIXED: crash while SHIFT-clicking with an object that you have just auto-looted, with auto-loot enabled.
  • FIXED: various other issues with the auto-loot.
  • FIXED: Various issues with WASD move-to-open.
  • FIXED: Lutefisk cube behaviour is now consistent with regards to stacks versus individual units.
  • FIXED: game crash when using non-standard characters in character names.
  • FIXED: empty tiles appearing in room definitions.
  • FIXED: dual wield and counter chance..
  • FIXED: mysteriously appearing broken doors.
  • FIXED: buffs that cannot be dismissed.
  • FIXED: auto-looting for lockpicks.
  • FIXED: multiple on-hit triggers on corpses.
  • FIXED: items get deleted when clicking in inventory and holding down CTRL.
  • FIXED: don't let the game run in resolutions with y resolution < 600.
  • FIXED: Dying at the hands of Lord Dredmor no longer gives you the "Thrusty" achievement.
  • FIXED: the Thrusty achievement now works.
  • FIXED: Mark of Chthon and Magic Steel now correctly buff in a way that scales with magic power.
  • FIXED: traps triggered by monsters applying buffs to the players.
  • FIXED: pets give you XP when you kill them.
  • FIXED: curses on monster stacks cause madness.
  • FIXED: game launcher uses 100% CPU
  • FIXED: Fine Bronze Cuirass has incorrect stats.
  • FIXED: issues with ALT-TAB and SDL causing certain things (quicksell, stack split) to stop working after leaving and returning to the game.
  • FIXED: bolt recovery now works for crossbow users on all hits, not just death.
  • FIXED: thrown item recovery now works for all thrown items on all hits, not just death.
  • NERF: Using a wand now disables invisibility effects.
  • NERF: The Obvious Fireball has been Nerfed more obviously than the last un-obvious Nerf.
  • NERF: This Translation Is All Wrong! now enacts a Terrible Price.
    Also, we got to make another Marcus Brody joke.
  • NERF: added some more resistances throughout levels to require you to use at least two spells to beat the game.
  • NERF: Hand of Belimawr is no longer stackable.
  • NERF: Alchemy, in various small, cruel ways.
  • NERF: "This Translation is All Wrong" saps magic from items, occasionally.
  • BUFF: Psionics gets magic resistance.
  • GAMEPLAY: Nerfed, then buffed, Vampirism. It's sort of about the same, really.
  • GAMEPLAY: More fire resistance on Level 9 monsters.
  • GAMEPLAY: Black Pearls can now be ground into chalk. Interestingly, this is not a flight of fancy but is based on Science.
  • GAMEPLAY: Heavy armour gives greater magic penalties, but offers more piercing resistance.
  • GAMEPLAY: Heavy armour also reduces nimbleness.
  • GAMEPLAY: the Jingly Jangly Staff of Crystals now requires alchemy instead of smithing.
  • GAMEPLAY: Lutefisk balancing changes.
  • GAMEPLAY: Tinkerers can now make Black Powder.
  • GAMEPLAY: Robots now do electrical damage. Because, you know, they're robots.
  • GAMEPLAY: Blobbies now leave Acid Pools.
  • UI: Kill the Tutorial Pop-up at the start of the game if you've seen it once.
  • Monsters have an expanded vocabulary.
  • The Bony Wand is now not quite as awful.
  • Lord Dredmor is now nastier.
  • Added a new, fun monster to Level 10.
  • Added craftable thrown weapons.
  • Added slightly more informative vending machine tool text.
  • Game renders all text using UTF-8 internally, for the Japanese Translation teams. (Ganbatte!)
  • Upped Pyrokinesis damage.
  • Made acid traps marginally less deadly.
  • Fixed zorkmid scaling drop rate.
  • Changed graveyard text so people no longer think their scores are negative.
  • Weapon and armour stats have been given some more love.
  • Elven Ingot Grinder is now affected by alchemy, not smithing or tinkering.
  • Alchemists now start with an Ingot Grinder, giving them more rubbish than any other class.
  • Adjacent monsters now display health bars consistently.
  • Trap outlines are now drawn on top of walls when they are obscured.
  • ALT-click will now split stacks in the inventory.
  • Added a new minimap interface, and some minimap icons for Lutefisk Shrines, quest statues, Anvils, etc.
  • Added some more rooms of Fun.
  • Added some rings and amulets that give Necromantic Resistance, for those days when you need Necromantic Resistance.
  • Pet AI improvements; your Moustache Golem now longer has the intelligence of a protozoa. (We're now at "easily frightened wombat")
  • Added more achievements.
  • New throwing item recipes.
  • Added a reward for clearing a Monster Zoo.
  • Autoloot toggle moved to config screen.
  • Added "DIGEST" button for automatic digestion of foods.
  • New "Random Skills" icon.
Dungeons of Dredmor - Valve
  • Fixes save compatibility with previous versions of Dredmor.
Dungeons of Dredmor - Valve
  • Fixed: crash that occurred when moving up stairs or down stairs, involving summoned pets
  • Fixed: shopkeepers doing odd things when picking up and dropping items after load/save, including crashing.
  • Fixed: crash when using invalid missile sprites, which probably never happens, but oh well.
  • Fixed: crash that just sort of happened randomly to a bunch of people, but it's fixed now.
  • Fixed: merchandise flag not cleared when you go downstairs
  • Fixed: backwards conditional logic on ranged monster attacks means that monsters were not consistently casting spells; fixing this makes the Dungeon 95.2% nastier.
  • Fixed: Current Active Skill crossing over between new games
  • Fixed: small sconce appearing where a small sconce should not appear in the bath level
  • Fixed: knightly leap now operates in all correct chess positions.
  • Fixed: shops spilling out of their rooms.
  • Fixed: broken berserk description.
  • Fixed: negative resistances meant that a monster would always damage you for that amount
  • Fixed: ranged weapon resistances were operating using percentages, not flat values
  • Fixed: perception skill should not promise that you can see through walls when, in fact, it will not let you see through walls.
  • Fixed: doors with wrong orientation connecting rooms.
  • Fixed: Anvils of Krong spawning in hallways for no good reason
  • Fixed: crash when killing Brax and then going back to loot the store.
  • Fixed: auto-fill eats items if you have multiples.
  • Fixed: BBQs/minifridges now maintain state across saved games.
  • Fixed: Staff of fruit stops producing fruit after you use it on an Anvil of Krong.
  • Fixed: contents of Monster Zoo are still visible even after closing a door.
  • Fixed: Dread Collectors (and probably some other stuff) spawning in walls.
  • Tweaked values of Berserk skill.
  • Tweaked "Duck and Cover" armour values.
  • Tweaked Perception to be more useful.
  • Nerfed "Obvious Fireball." Obviously.
  • Reduced Dread Collector Spawn Rate a notch.
  • Ammo recovery rates for thrown weaponry and crossbow bolts now much higher.
  • A lot more filthy, awful tweaking.
  • Permadeath now deletes your save game files on your death, as opposed to when you load the game.
  • Added, and clarified, the warning text on the "Just Quit" button.
  • Added toggle that reverses behaviour of CLICK and SHIFT-CLICK on items.
  • Added the Auto-Looter 9000, by BraxCo.
  • Added yet more warning text to the "Just Quit" button.
  • Added automatic save support; the game will now automatically save before going up and down stairs. (Note: your autosave will be deleted if you die in the case of permadeath; the auto-save is also only accessible if Crash Recovery Mode is active.)
  • Added support for total music disabling (via Steam parameter "-nomusic".)
  • Added fifty-three new achievements.
  • Added some new crafting stuff.
  • Added steak grilling.
  • Added interface for key configuration.
  • Added a Quick Sell interface for rapidly selling your loot to Brax.
  • Added a credit for freesound.org (Thanks!)
  • Rewrote the save game format so we can add items without breaking everything.
  • Steam Overlay now works; run the game with "-opengl" as a parameter in the Steam Advanced settings to try this. (This is experimental.)
  • WASD can now open doors and attack monsters. This is a toggleable behaviour.
  • Smooth scaling is now saved between playthroughs.
  • Added an XML based, human-readable configuration file to hold all the new options.
  • Fun with Aqua Vitae.
Dungeons of Dredmor - Valve

  • Fixed the new audio crash, which was only exposed after we fixed the first audio crash.

  • Fixed a crash which occurs when trying to change resolutions on computers with less than five resolutions.

  • Added very large warning dialog if you try to quit the game without saving.

  • Fixed a bug where you could get trapped in a shop after loading and saving.

  • Fixed a pixel glitch in the hero walk cycle.

  • Removed some debugging things that were accidentally left in the game. (They know what they are.)


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