Extreme Edition is intended to be experienced through a series of quests and unlocks, just like the base content of Desktop Dungeons. That being said, I understand that some people don't like installing mods without having at least some knowledge of what they are getting into. This is for those people.
Official DownloadGo
here to get the latest release. You can chose between an installer version and a manual install.
Interactions with DERPDERP is disabled in EE to avoid damaging the integrity of the public competitions, but that doesn't mean you can't enjoy both. Simply make a copy of your Desktop Dungeons folder and install EE onto the copy and you'll have the best of both worlds. Cloudsaving is disabled in EE to avoid cross contamination, so you won't damage your non-EE kingdom by playing EE.
Get InvolvedWe've been quietly doing our work
here. Join the board to participate in the internal testing.
Unlocking new contentCheck the Mage Tower and Audit Zeppelin for new upgrades. Everything should follow naturally from there. One of the quest stories only begins after Horatio has been defeated, and the new Mage Tower content requires a fully upgraded Tower to access.
New ClassesToday's release introduces two new classes. There are many more planned, including new monster classes. Our internal beta has working versions of these additional classes, but this post is only going to talk about the ones in the public release.
Bard
The Bard is a flexible class that gets much of its power from scouting and from easy exploration. It feels a little bit like Fighter, and a little bit like Tinker.
Traits:
- Spoiler: show
- TICKET FEES Starts with WONAFYT glyph. Monsters affected by WONAFYT grant 1 gold on death.
CROWD FAVORITE Purchasing an item immediately grants that item's CP, and then sets its CP value to 0.
EYE FOR OPPORTUNITY Gold piles begin scouted.
TICKET FEES actually adds a custom trait to the monster, called Ticketed!, and it is this trait that determines if you get the gold or not. The trait is permanent, so as long as the monster was hit by WONAFYT at some point in the game, it will drop the gold. To make WONAFYT less irritating to use, the Bard gets to ignore magic resistance when casting it.
CROWD FAVORITE significantly changes the logic for which items are worth getting and which ones aren't. The Bard will want to keep his or her items instead of converting them, and this puts a surprising amount of pressure on your inventory. Normally mediocre items like Hero's Helm become much better, and consumable items like the kegs become excellent.
EYE FOR OPPORTUNITY partially reveals the tiles surrounding the gold piles. This is usually more important information than the location of the gold piles themselves. WONAFYT makes it easier to reach the revealed resources without wasting popcorn.
Magician
The Magician starts with WEYTWUT and has powers that take advantage of positioning and slowing.
Traits:
- Spoiler: show
- TELEPORTATION Starts with WEYTWUT
SMOKE AND MIRRORS Glyph conversion slows adjacent monsters and removes any debuffing traits
FLASH Heavy Fireballs against slowed monsters; +20% melee damage against slowed monsters
SMOKE AND MIRRORS works against Poison, Manaburn, Corrosion, Weakening, Curse, and possibly a few other traits that I'm forgetting. It specifically does not work against resistances, first strike, or other monster traits that don't give you maluses. The trait loss is permanent, which makes it very powerful. FLASH lets you get a bit more leverage out of your starting glyph. Like the Sorcerer, Magician benefits highly from the Fireball Magnet prep, but can function without it.
Class ChallengesThere are Bronze, Silver, and Gold challenges for the new classes. Check The Explorer's Guild and Mage Tower after unlocking the Bard and Magician.
New Puzzle PackThe Master Puzzle Pack tests your proficiency with the end game artifacts and other high end gear.
DungeonsThere are five new dungeons in this release. We have several others implemented, and even more planned, but once again, I am only talking about the official release. Many of these are pretty hard. There is also a nice questline that puts you on the trail of an obscure being from Desktop Dungeons lore.
First Dungeon
- Spoiler: show
- Ancient Scrapyard
NORMAL difficulty
The AS has two new types of monster, a custom boss, and a really nasty scripted effect that will force you play a bit differently than you normally do. Unless you're one of those people in the DERP thread that competes for maximum xp, in that case this dungeon will be easy for you.
Second Dungeon
- Spoiler: show
- Hidden Workshop
HARD Difficulty
The HW has three new monster types (two of which are reprised from the Ancient Scrapyard), and two REALLY nasty bosses. Lavavein is going to generate lots of rage, I think. Take his warnings seriously. You probably won't beat Goodusa on your first try, but once you know what her deal is, you can plan around it.
Third Dungeon
- Spoiler: show
- Flooded Foundry
VICIOUS Difficulty
All the new monsters from the other dungeons in the relics questline, plus yet another one. It's a proper Vicious dungeon, with difficult bosses that challenge you across several different criteria, and that hidden superboss that you just know is waiting for you at the end.
If you're stuck at the beginning, check out those weird spherical objects on the ground. That isn't just background art!
Prototype 1 is an, uh, upsetting boss that has a unique power unlike anything else implemented in DTD so far. Prototype 3 is upsetting for more traditional reasons. Check the Codex to figure out what happened to Prototype 2.
Your reward for overcoming these challenges is MOAR challenge.
HINT: You know those spherical things I told you about? Try to keep some of them for the end. They end up being unexpectedly useful.
Fourth Dungeon
- Spoiler: show
- Oasis Town
HARD Difficulty
It's too good. I don't want to spoil Avatar's surprise, even in a spoiler thread. No other dungeon is even slightly like this one. You're also totally going to die the first time you play it. Sorry about that.
Fifth Dungeon
- Spoiler: show
- Even the name is too much of a spoiler.
VICIOUS Difficulty
So, this one is really freakin' hard. Believe it or not, it used to be harder. People could still beat it though. Somehow.
HINT: check carefully for interactions between the boss and the other monsters. Realizing what he is doing is vital to stopping him.
New Items
There are nine new items. The team doesn't want them spoiled, but they exist, and some of them are pretty wacky!
New Preparation
There's a new prep that unlocks a sort of post-dungeon challenge that you can undertake after beating the normal bosses. I was the one that originally proposed the idea, and my intention was to give the player a rock that they could die on, if they so chose. And then Avatar read the draft and said, "I could totally beat that challenge" and set up a quest for it.
There are also two new preps available at the Bazaar.
New Badge
So if you beat the challenge that the original designer didn't think could be beaten, you get a badge for it. Yes, that's right, a new badge! You'll have earned this one, too.