Awesome. I basically stopped playing Dredmor recently to in anticipation of all the new stuff and making it feel fresh instead of burning out, so this news makes me all tingly. The expansion will be a day 1 buy.

Hell yes!

I see the heroine has similar eyebrow issues…

THE PATCH IS OUT! It is still buggy and they will be hotfixing it I guess, but hey, it has arrived! I do indeed find the new heroine rather hawt and WTF EVERYTHING IS DIFFERENT THAN I REMEMBERED IT.

Buggy enough to hold off on playing it, or is it just little things?

Well, I can’t even start the game anymore, so . . .

Edit: The blog has a vagueish description of the issues. Mac version is completely borked. I’m pretty bummed out that they felt they had to release this and break the game for me.

Haha fair enough :)

  • Added new crafting interface; we stole the old one from Minecraft, we stole the new one from Terraria.

Ha ha!

  • 2X inventory.
  • All skill trees now have a minimum of 5 skills.

Oh man, now I have to choose between playing this or Skyrim tonight.

Edit: Oh, yikes. There may be a fly in the ointment.

  • REBALANCING: like crazy. Post your favourite nerf here and win a small, meaningless prize.

Apparently includes moving free lockpicks to the end of the Burglery tree and no more crafting at all without the recipe!

Awesome! I think I’m the only Qt3er who wanted it this way. Just about everyone else wanted to be able to craft an item in future games once the recipe was discovered, which made no sense.

This is better than the old way, but not as good as having future games benefit from recipe finds (a nice meta game progression). It doesn’t have to make realistic sense to be fun.

I can imagine a better way. A small “crafting system” where you destroy books but create random recipes. Maybe also adquiring curses while doing so.

The problem with the crafting system was that the recipes where rare. So you know you could use these pig meat to make a meat blade, but you can’t because of the lack of the recipe. Because of this I think the old system was better. With the new one the players will hoard items with increasing irritation, then maybe abandon crafting system as it will be too dependant of having the luck of a “right” recipe.

Yeah you’re pretty much completely alone there. There are way too many recipes for some random shit to be useful at the time you find it.

The skill was OP beforehand, this is a balance nerf. The problem is the new way of doing things is clunky and unfun.

In order of importance, I imagine:

Patching:
We’re putting out a hotfix that should go live today that should fix the crashes with the Burglary skills, the crafting UI, loading a monster from savegames that have hit level 7 or so, and the MacOS version (which completely failed to build its Steam app for some reason). It also re-arranges the Burglary skill line so that lockpicks aren’t at the end.

I’d wait 'til this is launched.

Expansion:
We finished the DLC-expansion for the 12th and shipped it off to Valve. And, um. I’d like it to launch too. I’m not the business guy, I don’t talk to them, so I don’t know what the deal is. Edit: Some packaging issue. Nicholas is taking care of it. :D

All the expansion code, however, has been rolled into the core game. You’ll be seeing some new Fun Stuff. Especially if modders start getting silly with it.

Crafting UI:
The new crafting UI should encourage people not to just bee-line for the best items using the wiki and thereby rendering most of the craftable items irrelevant. Recipe bookshelves are a lot more common in the dungeon to offset this, you’ll find many rooms with three bookshelves in a row.

The new crafting UI is also going to get a lot of fixes and upgrades in the next patch, like filter sorting, a grid view, and just a heck of a lot more little things that make it intuitive. That’ll be patch 109.

I think a nice compromise would be the game would randomly pick a few recipes that you’ve found in the current game, and allow you to use it in a new game. The reason I say random, instead of the player choosing is that if it was up to the player, they’d probably just pick the best stuff. Though I suppose that doesn’t get around the fact that you’d still end up with a bunch of items you may never get the chance to use since you don’t have the recipe for it.

I’m all for this too. The previous implementation didn’t really work well, should either go whole hog and remove finding crafting recipes and include the entire list in-game so you don’t have to check a wiki, or (Even better) do what they did and make it so you can’t craft without the recipe.

Also noticing a lot of small improvements over last time I’ve played, like automatically scooping up zorkmids adjacent to the player, and no longer being able to stand in fire/acid/poison gas and wait for it to dissipate while taking no damage. Think I’ll have to set Skyrim aside for a bit and play some more Dredmor.

Edit: GOOD GOD, did thaumites get buffed? I stepped on a thaumite trap on dungeon level 3 and they absolutely destroyed me. Don’t remember them being such badasses before.

So I’ve been playing a new dwarven moderation game on no time to grind mode. I decided to try out Necronomiconomics so I went without permadeth, and now I’m glad I did. I don’t know if it’s the rebalancing or smaller floors giving you less loot in NTtG, but the game feels way more brutal than before. This is obviously not helped by the early Necro spells absolutely destroying you every time you cast them, but wow things are painful and it seems like stronger monsters show up faster.

Also, there’s still the sad bug where running away from a monster zoo too much apparently means I can never clear it since it broke the ‘monsters left’ counter.

Guess the game feels even more roguelike now!

I totally want that expansion… like right now… now NOW? Hurry Valve ok?


WAIT, I just got it!@!! Woohoo! I never get stuff right when I want it!

Odd, when I look at DLC for the game it lists it as, “ValveTestApp98220” . Not seen that one before.