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QCF Design Community • View topic - Extreme Edition Spoilers


Extreme Edition Spoilers

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Re: Extreme Edition Spoilers

Postby eastless on Sun Apr 02, 2017 3:39 am

That bug! :lol:
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Re: Extreme Edition Spoilers

Postby zayyeh on Fri Apr 14, 2017 10:09 pm

Huge update, boys and girls.

Lots of bugs have been fixed, many encounters have been reworked.
You can either grab it from our cozy Trello page - https://trello.com/b/kkfzDBrk/main or download Launcher from our shiny website - http://ddmod.weebly.com/. Mod Launcher needs to be installed to the folder with original DD Enhanced Edition. Don't forget to copy whole game directory to some other place to be completely sure your savefiles won't get corrupted.

And here is a changelist:



Have a great weekend, everyone!
We made an expansion and it is awesome. Download over at ddmod.weebly.com.
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Re: Extreme Edition Spoilers

Postby choongmyoung on Sun Apr 16, 2017 4:11 am

Do someone think monk is strong only when you can regenerate?

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And this dungeon is amazing. Top 1 my favorite.
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Re: Extreme Edition Spoilers

Postby choongmyoung on Sun Apr 16, 2017 6:21 am

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Re: Extreme Edition Spoilers

Postby Blovski on Sun Apr 16, 2017 7:48 pm

First shot at the scrapyard - only just discovered this whole business. Pick the new class, go purist because it's a normal dungeon, enraging boss so looks like mystera + fireball spam. Wasted a couple of potions early because I'm sloppy and out of practise and miscalculated one of the heavy fireballs and regen with burning... At level 6 about to jump to 7, everything in sight is slowed - delicious popcorn all across the screen... literally unloseable. Extreme edition indeed

:roll:

Then I hit the boss.

Oh, you guys <3

:twisted:

I think I just barely had enough to win it depending on plant spawns with two desecrations to spare to follow but then I misclicked.
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Re: Extreme Edition Spoilers

Postby Blovski on Sat Apr 22, 2017 9:22 pm

Hi folks - quick oddity/maybe bug report - just did my first Bard run (Dwarf, Purist, Faithless, Southern Swamp) and my health/mana potions were showing as being worth 30 gold - and hence a huge thief-style refill for every one converted. Is this working as intended?

On the new classes - the Magician is absolutely great - really interesting USP with the debuff cancellation (even on plants!) and encourages some interesting teleport arrangements and meaningful glyph timing choices. I feel like it's going to generate a lot of different playstyles in terms of the races and methods for running it.

The Bard is similarly welcome, not least because I'm always trying to make Dwarves work in Vicious dungeons and I've always felt like there aren't enough % restorations in the game to really make them competitive with Halflings or Humans. Having a third 'shop'-based class is welcome.

On the Ancient Scrapyard - I've run through it with 4 classes or so - interesting twist on the Stheno conundrum and now I understand the boss a bit better there seem to be a lot of viable ways to run it purist while it still presents something of a challenge.

Supremely fine work from what I've seen so far.
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Re: Extreme Edition Spoilers

Postby zayyeh on Sun Apr 23, 2017 6:35 am

Gold value for potions does not decrease on conversion - that's base game behaviour, so either we change it or leave out potions from convertible items list.

I'm really glad you are having fun with that. Victory screens, ideas, any feedback is very much appreciated!
We made an expansion and it is awesome. Download over at ddmod.weebly.com.
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Re: Extreme Edition Spoilers

Postby Blovski on Sun Apr 23, 2017 11:11 am

Yeah - I was just curious why it was showing and converting as worth 30g when mana/health potions are normally 10? I didn't see the same effect on my next run (Dwarf Bard, Vicious Token, Venture Cave, JJ). I'll investigate and see if I can pin it down. Some further Bard antics - nice gentle Vicious Token run to see how far the percentages go and OF COURSE it's Frank the Zombie.

Image

Image
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Re: Extreme Edition Spoilers

Postby dislekcia on Mon Apr 24, 2017 11:54 am

So I messaged about the new localized version coming up - I've just tried the mod with it and I'm afraid it breaks the buildings that the mod has changed, they just don't seem to spawn in... I'm not sure if this is a checksum issue with the updater (it failed multiple times but then said it was okay to go) or if it's a code-shuffling issue because of the changes in some files for more localization control.

I know that the buildings you're tweaking in the mod weren't affected by code changes, any idea if this is going to destroy the mod completely?

I could always keep the existing version of the game available as a beta branch for people who want to play the mod if updating it is too difficult right now.
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Re: Extreme Edition Spoilers

Postby zayyeh on Mon Apr 24, 2017 12:12 pm

The mod was created by injecting code into assembly-csharp.dll. It should work with the new version once I inject all the things into the updated dll.

This is no easy task though, and I guess there could be other reasons why this could fail, so beta branch option sounds really cool.

P.S. Only buildings are gone or classes, too? Is it looking like the building is there, but it's not?
We made an expansion and it is awesome. Download over at ddmod.weebly.com.
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