All posts tagged with "patch what patch"

A Little Something For The Pipe Fanciers Out There

From just about the beginning we’ve been into the idea that Clockwork Empires should involve running giant assemblies of pipes and cog-laden axles across settlements to transmit energy and water and completely harmless high-pressure superheated steam between various machines and factories. The basis for this came early: if we’re to embrace the aesthetic we desire we need to fully embrace the visuals of mechanization, of machines and factories and the wonders of technology of this Age of Progress & so forth. If we hide the machines inside the factories then you won’t be able to see any of the Fun gears and pipes. So, the breakthrough: put the machines, the pipes, the gears on the outside of the factory.

For the sake of simplicity we’ve rolled pipes, axles, and anything else that falls into this category of things-that-connect-to-machines into a category we call “dynamics lines” (whereas “dynamics” are water, mechanical force, steam, voltaic energies, nourishing goo, etc).

Very, very old concept art playing around with the idea of exposed pipes & axles.

This has not been without controversy in the Gaslamp Games Design Discussion And Knife Fighting Arena because this is both intrinsically insane and poses some really difficult problems with being able to clearly express what is actually going on in the game.

{ read this article }

Posted in Clockwork Empires | Tagged , , , , , , , , , , , , , , , , , , , , ,
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Impending Patch Changelog

Greetings Dungeoneers! We’ve prepared an approximate list of the things going into this week’s bug-fix patch. The patch should be circulating through all the usual distribution channels some time next week; We’ll let you know when it happens.

CORE

  • 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: insurance fraud payout on dead corpses
  • 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
  • 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
  • “Platinum Ring” removed from Lucky Find spawnlist because it doesn’t exist
  • 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
  • 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 others
  • Very Sharp Wall of Blades Stance now hits enemies with small amount of piercing/slashing when player is attacked

ROTDG

  • fixed Helm of Threepwood artifact quality
  • enhanced the Broadside skill
  • added a new sound for Broadside

YHTNTXP

  • Ravens now make proper sounds
  • Mage’s Mana Maille buff stacksize capped at 1
  • all eruptors spawn fewer traps
  • Clockwork Knight: teleport animations removed from movement-based spells
  • Puissant Veil now hits enemies with magic damage when player is attacked

COTW

  • decreased monster charge attack damage (see: deadly Rutabagas of death)
  • 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.)
Posted in Dungeons of Dredmor | Tagged , , , , , , ,
41 Comments

Well, You Sure Conquested Those Wizardlands

The feedback from CotW has been overwhelmingly positive, and in some cases stark raving bonkers. We also didn’t expect to break the Steam Top 10 yesterday; we ended up at #8, failing to defeat our hated nemesis, Skyrim. Not bad for DLC for a 1 year old indie game that’s about Drunken Wizards. We are thrilled that everybody is enjoying it, and we encourage you to keep enjoying it. (Enjoy responsibly, lest you end up like the Wizardkings themselves.)

Some minor service announcements:

  • A hotfix for some of the save game compatibility issues with 1.0.11 save games (and below) has been posted to our forums.
  • We have two critical bugs that we’re trying to fix as soon as possible. First is a crash upon entering/leaving mysterious portals (the ones from Diggle Gods, *not* the Wizardlands) and entering the pocket dimension (from Wizardlands.) In the mean time, we strongly suggest avoiding Mysterious Portals, no matter how tempting they may appear, as they may occasionally corrupt your saves. (This is actually good advice for surviving the Dungeons in General)
  • Second, users with non-ASCII user names on Windows may not be able to save the game at all. (This happens with Polish and Korean versions of Windows.) We’re trying to reproduce this and resolve it ASAP.
  • There will probably be a minor “first round of seriously patching” patch in about a week. We’ve fixed a number of the worst issues (a handful of crashes, some severe bugs with encrusting instability) and have sorted out some gameplay stuff, and we’ll keep putting up fires as we spot them.
  • HIB users: you should be getting your builds either tomorrow or Monday. Desura users, you should be up to date; we have now finally sorted out the issues with selling the final two expansion packs on Desura as well, so we will hopefully be up and running sometime next week over there. We’ll let you know when this happens. HIB customers, we hope to have the ability for you to buy our expansions directly from us any day now as well through our new Humble Store.

As always, we thank you for our patronage and are thrilled to see everybody enjoying yourselves and discovering new things. Watching the forums exploding in laughter and death is one of the best parts of the job.

Posted in Dungeons of Dredmor | Tagged , , , , , , , , ,
23 Comments

Dredmor Patch 1.1.1

EDIT: The traditional Gaslamp Games “we broke your saves” 0-day hotfix can be found here. — Nicholas

As is the Gaslamp Games tradition honoured by our ancestors, with the release of an expansion (maybe you’ve heard of it? Wizardlands?) we are also adding and fixing a bunch of stuff in the core Dungeons of Dredmor game.

The patch will go live alongside Conquest of the Wizardlands, which will be launching very very very soon.

Edit: As for 10:55am on August 1st, The Patch is Live!

Some choice highlights:

  • Two new skills and weapon types have appeared: Daggers and Polearms!
  • Larger UI controls are now on a per-element basis, rather than a global setting.
  • Minibosses has been added!
  • Nerfed Promethean Magic again!  We can’t send eagles to attack your abdomen so this is the best we can do.
  • Oh, and we added a Raven.  I guess we could have used that, but it get its own bullet point.
  • Added a Pocket Dimension for all your storage needs!  Requires finding a suitable set of Wizard’s keys.
  • Total rewrite of savegame system.  Saved games are now stored in directories, and mods are now embedded in those saved games.  Now, when your Steam Workshop mods update, it won’t update in the game you have been playing (which was a bad idea).
  • Mods published to the Steam Workshop are now automatically tagged to describe their content (new rooms, skills, monsters, et cetera).
Full changelog after the break.
Posted in Dungeons of Dredmor | Tagged , , , , , ,
51 Comments

A Dredmor Patch And A Very Special Dredmor Sale

As if today wasn’t exciting enough, we’re also releasing patch 1.0.11 for Dungeons of Dredmor – and we’ve put the game on sale for a fairly mad 70% off!

Brax is not pleased with this sale.

Buy Dungeons of Dredmor at 70% off! And the Realm of the Diggle Gods expansion, or the whole collection, or just pay 70% off nothing for the just-released free expansion pack (Which Must Be Named.)

There are also piles of mods available right now in the Steam Workshop for Dungeons of Dredmor!

Patch Notes Follow

{ read this article }

Posted in Dungeons of Dredmor | Tagged , , , , , , , , , ,
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Dredmor 1.0.10 Status; The Future

Dungeons of Dredmor has now been updated across all distributions and all platforms: Steam, the Humble Download Page, Desura, and GameFly (our bonus new distributor!) So far, the only problem we are aware of is that the skills for Realm of the Diggle Gods are not installing correctly in the GameFly build only; we are looking into this with Gamefly, and hope to have it resolved as soon as possible. There have also been reports of some people being able to wear cheese as armour, but that’s neither here nor there.

The full change log for the patch is reproduced under the cut. If you have any feedback on the new patch – balance changes and complaints, bug reports, praise, suggestions, or simply wish to enjoy the complementary Lutefisk samples, please don’t hesitate to let us know on our forums.

So what do we do for an encore? Stand by for … three announcements.

In the mean time, why not buy some shirts? (Or, for that matter, stickers.)

{ read this article }

Posted in Dungeons of Dredmor, Gaslamp, Programming | Tagged , , , , , , , , ,
33 Comments

Patch 1.0.10 Slowly Trickling Out; New Distributor

Patch 1.0.10 is slowly making its way through the various distribution channels. Desura has it up, and hopefully the Humble Bundle webstore will have it up shortly. We’ve run into a slight hiccup with Steam – I have to get the previously packaged off of our old build machine and onto our new build machine, which has involved (amongst other things) rebuilding its RAID array. Hopefully that will be up around Tuesday.

We are also pleased to announce that Dungeons of Dredmor is now available on GameFly! You can pick up Dredmor and Realm of the Diggle Gods as a complete package for a mere $3.75 – go buy some Dredmor today!

Yet more strange icons? What could it possibly mean!

Posted in Dungeons of Dredmor, Programming | Tagged , , , , , , , , ,
13 Comments

On Testing

When I started working on 1.0.10 at the start of this year, one of the things I asked myself was how to improve our patching process – or how to stop horribly game-breaking patches from happening ever again. First, let us review the Dredmor patch history:

0.9 -> 1.0.0 – The Greatest Crashing Beta Test Ever of 2011.
1.0.0 – Dredmor released with mysterious audio crashing problems, exposed by a change to the audio code at the last minute.
1.0.1 – Fixed the audio crash.
1.0.2 – Fixed the audio crash which was exposed by the fix for the first audio crash.
1.0.3 – Zillions of bugfixes.
1.0.4 – A hastily released patch after 1.0.3 broke save game compatibility with 1.0.2, and the laser-like glare of the Eye of Sauron turned upon me. (And I wept.)
1.0.5 – Was reasonably boring and nothing happened.
1.0.6 – Broke achievements; was hotfixed. (Some people consider this version a “classic” Dredmor for some reason.)
1.0.7 – Humble Bundle build; added Linux support and, also, bonus crashing.
1.0.8 – Diggle Gods build. Included things like “the n-Dimensional Lathe, a giant, crashing, unexploded bomb”, things not giving people the correct stats, crashing mysterious portals, eleventy billion broken tutorials…
1.0.9 – Patch for everything that went wrong with the Diggle Gods build. Added crashing bookcases, crashing savegames, save game corruption, and stuff not loading in the mod launcher. This also marked the start of the attempts at fixing the “belt eating problem.”
1.0.9 REV B – patch for all of these things, some of which actually stayed patch.

One of the conclusions that I reached was that a lot of the really bad problems (save game compatibility; n-dimensional lathe; hideous random audio crashes) were things that showed up when we had a thoroughly tested build, made one small change to it, and then put up the build with that one small change (which, consequently, was the change that broke everything.) As a result, we decided to instigate a new policy: any time we make any change to a Dredmor release candidate, no matter how small, the patch goes out for testing and is banged upon for at least 48 hours (preferably 72) before we ship it. Dredmor 1.0.10 is the first build we’re shipping with this new policy; we hope it works out well for all parties concerned, but it does mean that deadlines are a little hit or miss.

As always, thanks for your patience! We will try to keep the forums updated on where we stand in the QA process. If you want to grab patch RC7 and try it out, OS X and Windows versions are now available in our forums.

What's this? I don't know. Look over there!

Posted in Dungeons of Dredmor, Gaslamp, Programming | Tagged , , , , ,
18 Comments