You have to name the expansion pack tomorrow because You Have To Name The Expansion Pack is launching tomorrow! What will you name the expansion pack tomorrow, June 5th, when You Have To Name The Expansion Pack is released?*

So for those who like digging too greedily and too deep into the Dungeons of Dredmor, here are a few early screenshots of the expansion (which-shall-not-have-its-name-revealed-just-yet). Note that these are early and in-development and all the usual disclaimering.


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Artifacts are powerful weapons and armor that have a randomly generated name and extra attributes compared to standard gear. Artifacts have the same appearance as normal gear but have bonus stats alongside the existing stats of the gear, i.e a Wooden Sword does two points of Crushing damage, but an artifact version may have additional added damage types as well. The player may obtain artifacts by discovering them in the dungeon, from the Lutefisk God, creating them using an Anvil of Krong, or as a reward from quests.[5] Quests can be accepted from Statues of Inconsequentia, which assign the player the task of defeating a squad of monsters, retrieving an artifact, or delivering a retrieved artifact to a specific location in the dungeon. Lutefisk is frequently referenced in Dungeons of Dredmor, where lutefisk is a consumable item, and flavor text frequently mocks it and refers to it as being "inedible".[5] Lutefisk may be sacrificed to the Lutefisk God, which may reward the player with artifacts.[5]

Gaslamp Games hasn't dated the expansion beyond "very soon", but players are invited to apply for beta access on its IRC channel. Unfortunately, only Steam users will have access to the free expansion.

David: I must admit that I have not had extensive experience with traditional roguelikes aside from the obvious Diablo-likes. Dwarf Fortress was just about the only ASCII game I really got into (aside from ZZT when I was young).


But to cover some differences I've heard from hardcore roguelikers: We don't have hunger and starvation mechanics (instead, food and drink helps regenerate health and mana), we don't have an extensive religion/alignment system, and we have graphics. Doubtless there's a lot more to be said here and I'm sure we'll hear no end of it!


We do however fulfill almost all of the definitions of a roguelike as laid out in the Berlin Interpretation [ =Berlin_Interpretation ] except for one: ASCII graphics. But breaking that rule is sort of the point of Dredmor.


Further, to speak for myself, my intention was never to reproduce traditional roguelike mechanics then simply add graphics on top; it was to make the best game I could within the terms of what was possible with the original build that Nicholas brought to Gaslamp three years ago.


RPGWatch: Speaking of roguelikes, is permadeath implemented in the game?


David: Yes, it's an option the player can select in the character creation process.


RPGWatch: How has the response been from the rougelike veterens who have been playing?


David: Those have haven't played very often express scepticism at first - they think that humorous graphics mean that Dredmor doesn't have seriously thought-out, deep game mechanics. Those have have actually played the beta seem to be quite taken with it as they find that there's some real crunch under the eyebrows. Dredmor can be very hard, especially at the high difficulty levels, though even on easy it's very easy to die if one is not cautious. Within the first five minutes of gameplay it seems that almost every new players dies from being attacked by a swarm of Diggles or drinking acid.


The important thing is that when the death message shows up they have a laugh and try again.


RPGWatch: Dungeons of Dredmor has a very quirky sense of humor reminiscent of the old Quest for Glory games. Both of these games had a fascination with food. Quest for Glory had pizza and Dredmor has cheese. So I have to ask, what is up with all the cheese and how many varieties are there?


David: There are ten cheeses at present. And to tell the truth, the cheese got added because I was drawing Dredmor items in Photoshop and my girlfriend started talking about cheese. I figured it'd be really easy to add cheese to Dredmor, so why not just do it? Then what's the pointof having one very specific type of cheese if you don't have a whole ton of very specific types of cheeses? I got her to name off a whole list and in they went.


And aside from cheese (which I don't eat anyway), I love cooking, food, and drink, so something silly like this was bound to end up in the game.

David: The six primary stats are Burliness, Nimbleness, Sagacity, Caddishness, Stubbornness, and Savvy. We used to have normal stat names but one day I was listening to a podcast on pen & paper RPG design and it brought up the point that you should focus the mechanics of your game on what the game is actually about. Is the game about hope? - make "hope" a stat. When you make a stat it becomes something the player will focus on and will be rewarded for focusing on.


Dredmor doesn't have anything as avant-garde as "hope" as a stat, but I figured we could make these names a little more interesting to signal to the player that they weren't dealing with a normal game here, and that these stat names might imply a bit of undermining of the usual upstanding heroic virtues.


Anyway, these primary stats trickle down to a ton of secondary stats that actually matter in game. Some are pretty obvious like "dodge", "melee power", and "alchemy level".


Less obvious is "enemy dodge reduction" which I ought to explain: Basically, a Real Hero never misses, right? What actually happens is that the enemy dodges an attack which was aimed true (of course). So instead of increasing your ability to not-miss, you're really reducing the enemy's ability to dodge your attacks. It makes sense!

The second DLC for Dungeons of Dredmor, "You Have To Name The Expansion Pack" was released on Steam on June 5, 2012 for free. The expansion was created to celebrate the release of Steam Workshop support, and is a collaboration with some of the game's modders. In addition, players can "name" the expansion pack in the expansion's title screen (by highlighting it with the mouse cursor). The expansion includes:

Added in the main game at the same time as the expansion, the Pocket Dimension is a special small level that the player can access at any time (provided they have found the Wizard Keys). While players can not use items or regenerate health/mana (but can still craft items), it can be used to store additional items on the ground for easier maintenance. When the expansion is applied, two devices are added into the Pocket Dimension:

In Diggle Hell, players have a chance to encounter Vlad Digula, a unique boss monster that is ridiculously tougher than Lord Dredmor. Players also have a chance of encountering the shrine of the Diggle God of Hell, which grants a blessing in similar vein to the Diggle God shrines in the Realms of the Diggle Gods expansion (giving a permanent buff that cancels out any existing blessing and is cancelled out by any future blessing). Praying to the Diggle God of Hell (also known as the Diggle Devil) grants the hero +6 Blasting Damage and +6 Conflagratory Damage to attacks and a +6 resistance to Conflagratory Damage (at the cost of -10 resistance to Righteous Damage). In addition, players with the blessing have a small chance of applying a fire effect against the target (10% chance of Ignition Bolt and On Fire, 5% chance of applying Gog's Tactical Pyre). be457b7860

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