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high rated
Changelog for patch 1.0.1.41 / GOG-4 (Windows) (added 08 November 2016):

Improvements

- Improved dialogue window visuals.
- Improved item interaction flow and visuals.
- Added some pickaxes in later levels.
- Added unique loading screens for levels.

Changes

- Each point invested in intelligence grants 5 SP at character creation.
- Tweaks to Yngvar skills and Ardomir stats (new game only or before meeting them).
- Tweaked some loot in central camp and crystal caves (new game only or before entering the areas for the first time).

Fixes

- Fixed issue with collisions on the guards fort first fight.
- Fixed some spawn points and facing when returning to previously visited areas.
- Fixed final fight music not starting if you loaded a combat savegame.

Programming fixes and improvements:

- Improved the inventory paperdoll view for non-human party members;
- Fixed dead party members sometimes reappearing in Ironman mode;
- Fixed potion usage for non-human characters;
- Improved interface and usage for poison and whetstone;
- Fixed map error when followers walk near the map edge;
- Fixed ex-followers sometimes crashing the game when brought from a different location;
- Fixing healing screen's infinite rations bug;
- Fixed repair screen sometimes using up required materials and not fixing an item;
- Fixed characters sometimes floating in the air after leaving your party;
- Fixed drag-n-drop sharpening not taking account party's max crafting skill level.
Post edited November 09, 2016 by DeMignon
Thank you, good Sir.
So is it possible to download that as a patch or do I have to re-download the whole game (i.e the GOG-4 version now available)? I already have the previous version installed (GOG-3) : will I be able to continue my game?
high rated
Changelog for patch 1.0.2.2 / GOG-5 (Windows) (added 22 November 2016):

Improvements:

- Added an optional system to highlight enemies, allies, and active characters.
- Bomb explosions have better sounds and visuals.
- Improved models and icons for armor made from creatures' hides
- Hover your mouse over the enemies to see their hit points (among other things)
- Added more info on weapons (type and one-handed or two-handed)
- Added improved help screen (press F1 when playing the game)
- Bows can be decomposed
- Improved collision and visuals of the black scolopendras' nest
- Schematics icon no longer covers the number of items

Balance

- Increased shields' vsRanged by 5.
- Reduced the Constructs' shield vsRanged to 40 (from 50).
- Slightly reduced the Constructs' ranged damage.
- Fixed the lack of "helmets" on the Constructs.
- Liquid Fire's duration reduced from 4 turns to 2.
- Reduced Roxana's skills a bit (Dagger, Xbow and CS) and her starting skill points (20).
- Reduced Hieron's starting skill points to 10, increased Hammer and CS skill by 1.
- Increased mobility bonus to 3 per tile (from 2).
- The Constructs' drop rock oil not per unit killed but her fight.
- Added more sticks and stones to break your bones.
- Tweaked the chest reward after the second fight (new game only).
- Added more wood in the first levels.
- Tweaked stones and javelins stats.
- Lowered heavy throwing items weight.
- Lowered the amount of alchemy ingredients.
- Added a few extra sources of rock oil.
- Slightly lowered spear interrupt chance.
- Spear Interrupts no longer does criticals
- Rebalanced Scaurus' spear and shield, and made them unique instead of crafted.

New Bomb Mechanics:

- Chance to knockdown is now tied to the CS chance and CON (lower for high CON characters, higher for low CON characters). Before it was tile based (100% if you were at the center, half for each tile away).
- The CS bonus is 30% at the center of the explosion and goes down with every tile.
- Added chance to damage armor. Frag bombs increases the chance.
- Criticals increase damage.

Fixes

- Added Shield Bash ability to tower shields
- Fixed the passive bonus info for bows and xbows.
- Fixed camera jumping up and down on character switch
- Fixed potent poison's damage
- Fixed wrong status icon tooltips displayed over portraits
- You can no longer dismiss allies during combat.
- Fixed getting One Man Band instead of Tinman if you won in normal or hard difficulties ironman.
Post edited November 23, 2016 by DeMignon
Those changes to bombs and reducing the amount of alchemy ingredients suck, the game is hard enough as it is (I've finished it on murderous psychopath so I know what I'm talking about). Very misguided that they're making it even harder.
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morolf: Those changes to bombs and reducing the amount of alchemy ingredients suck, the game is hard enough as it is (I've finished it on murderous psychopath so I know what I'm talking about). Very misguided that they're making it even harder.
For many of us it's too easy and the change with bombs goes for everyone so alchemists won't be as dangerous now. If the game's too hard for you and you can't use basic tactics then why are playing on highest difficulty? WTF?
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morolf: Those changes to bombs and reducing the amount of alchemy ingredients suck, the game is hard enough as it is (I've finished it on murderous psychopath so I know what I'm talking about). Very misguided that they're making it even harder.
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goral: For many of us it's too easy and the change with bombs goes for everyone so alchemists won't be as dangerous now. If the game's too hard for you and you can't use basic tactics then why are playing on highest difficulty? WTF?
I finished the game on hardest difficulty (which also is the pre-selected difficulty, not some sort of special nightmare mode like in other games), I understand "basic tactics". I disliked several aspects of the design however, there were some fights I only could win by using the limited number of consumables like nets, bombs etc. I'm very critical of any design changes that will take away those possibilities or make alchemy items even rarer (reducing liquid fire duration to 2 turns also sucks). Iron tower studios should stop catering only to some hardcore freaks who've invested thousands of hours into mastering the combat system; if it's too easy for them create some special nightmare modus that is unlocked once you've won on murderous psychopath, but don't make the core difficulty even harder.
Post edited November 24, 2016 by morolf
When they say alchemy items are reduced, I think they're mostly talking about poison. There were lots and lots of poison ingredients in the game.

If you look closely, the changelog mentions that there are actually more sources of rock oil, so even though the liquid fire duration is reduced, you will probably be able to use it more often.
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UniversalWolf: If you look closely, the changelog mentions that there are actually more sources of rock oil, so even though the liquid fire duration is reduced, you will probably be able to use it more often.
It's the opposite actually:

The Constructs' drop rock oil not per unit killed but per fight.

You're right about poison though, ants no longer drop poison glands AFAIK.
Post edited November 25, 2016 by goral
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goral: It's the opposite actually:

The Constructs' drop rock oil not per unit killed but per fight.
I saw that, but the changelog also says, "Added a few extra sources of rock oil. "

Maybe there's more oil before you get to the constructs. I haven't played this new version yet, so I don't know.
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goral: It's the opposite actually:

The Constructs' drop rock oil not per unit killed but per fight.
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UniversalWolf: I saw that, but the changelog also says, "Added a few extra sources of rock oil. "

Maybe there's more oil before you get to the constructs. I haven't played this new version yet, so I don't know.
I hope so, there are some fights (prominent example the one against Reinard which I barely managed to win on my playthrough) which I have no idea how to approach if you can't split up the enemy into different groups so things are more manageable.
I'll eventually have to try the new version for myself; but I definitely disagree with the idea that the game needs to be made even harder than it already was at release.
Post edited November 26, 2016 by morolf
high rated
Changelog for Patch 1.0.5.0001 / GOG-6 (Windows) (added 28 December 2016):

- 8 new portraits for your character

Improvements
- Added tanning racks to get more leather
- You can select your characters during the placement phase by clicking on the combat queue.
- The Crafting screen now separates schematics by weapon type and armor material and orders them alphabetically.
- You can now select techniques without the required materials, to preview the bonuses.
- You can see the THC, CS and ADC on area of effect attacks.
- You can now change where your character is facing during combat for 1 AP. Left click on the character and hold to choose direction.
- The textbox can be moved and resized.
- You can use the highest Crafting skill from any companion while in camps even if they aren't in your party
- Clicking on Loot All moves to the next body with items.

Changes
- Increased Hieron's block to 4 from 1 and CS to 5 from 4
- Changed Roxana's xbow/throwing to 6/6 from 5/7
- Increased Yngvar's CON by 1, decreased INT by 1, lowered his Axe and Block to 8 from 9.
- Ant chitin armor weighs less and requires less material to craft
- Killing Roxana grants SP.
- Tweaked gorza's (the new hammer) stats.
- Replaced the fight with 5 ants in the deep caves with a wounded scolopendra.
- Doubled the bonus to vsCS from CON.
- Tweaked CS formula calculation for aimed strikes.
- Ranged weapons use perception for aimed arms and legs
- Whirldwind effect for daggers, swords and 1h spears is bleeding instead of knockdown; higher chance to score.
- Constructs are now affected by knockdown, bash, attack and dodge penalties but they are a bit harder to bash or knockdown than human enemies.

Balance
- Base block is increase to 25 from 15.
- Increased chance to fully block attacks.
- Increased regular shields hardness.
- Increased crude shields vsRanged.
- Shields vsRanged no longer added when dodging (it's taken into account if block + vsRanged is higher than dodge).
- Increased base critical rating to 15 per CS point.
- Changed the berserk potion progression (Max is 40/10 from 50/5).
- Doubled the antidote's effect.
- Made the acid vial's effect stronger and available earlier. Now all of them do HP damage. Reduced throwing range. Increased AP.
- Splash Acid adds AoE similar to bombs.
- Increased Hammers' armor damage to 2.
- Increased Swords' bleeding damage to 3.
- Increased Bows' passive chance

New SP System
- The new system makes reaching higher levels more costly, but enemies have lower skills, so the investment gives a better pay-off. Intelligence gives much higher rewards than before, and some SP rewards have been increased.
- Intelligence now gives flat bonus points per combat.
- Increased skills costs for levels 5 and higher.
- Increased SP rewards for some fights.
- Lowered the skills of all enemies to match the new gain from the player.

Bomb Changes
- Tweaked bomb critical formula. Center of explosion adds more bonus, but each point of CON over 6 protects more.
- 25 + Center of Explosion Bonus - (Victim CON-6) x25
- Center of explosion adds 50% to CS chance. Distance from center of explosion lowers this value.
- Increased damage and vsDR bonus.

Fixes
- CS facing bonus works correctly now.
- Fixed the chest near the crystal caves' forge.
- Opponents using Throwing weapons use correct APs.
- Mobility bonus is now disabled for knocked down characters.
- Fixed the disappearing construct issue if sent to the forge before activating the ancient facility.
- Scolopendras now have attacks of opportunity.
- Fixed the projectile collision on long bridges.
- Fixed extreme friendly fire with ranged weapons in crowded fights.
- Enemies will not bash creatures that are immune to bash.
- Fixed the issue with the AI and doors.
- Fixed the passable wall in rock bottom.
- Fixed the loop in crevice text interaction.

Languages
- We'd like to thank the Russian and Spanish-speaking players who translated all the text and dialogues. We are humbled and very, very grateful for their effort to bring the game to people who wouldn’t be able to play it otherwise. You can change the language in the Options menu (via the Languages drop-down selection).
high rated
Changelog for patch 1.0.5.6 / GOG-7 (Windows) (added 03 January 2017):

Changes

- Metals no longer resist acid DR damage.

Fixes

- Fixed issue with not being able to poison non-metal weapons.
- Sword's passive is now properly 3 damage over 2 turns (it was 2 damage over 3 turns).
Post edited January 03, 2017 by DeMignon
high rated
Changelog for Patch 1.0.6.2 (added 20 March 2017):

- We're happy to report that French and Polish players have translated the game and now more people can enjoy it or ragequit in frustration. The Russian and Spanish translations have been updated as well, so now Dungeon Rats is available in 5 languages.
- As before, we are humbled and very, very grateful for their effort to bring the game to people who wouldn’t be able to play it otherwise. You can change the language in the Options menu (via the Languages drop-down selection).
high rated
Changelog for Patch 1.0.6.0016 (added 01 August 2017):

- Fixed a bug when the AI changes enemy priorities after weapon switching, which causes eternal loop of weapon switching;
- Fixed savegame time displayed incorrectly;
- Removed some unnecessary console warning spam;
- Implemented scalable fonts;
- Fixed party following code sometimes causing freezes during savegame load;
- Fixed shield not affecting defense value;
- Added new attack effects;
- Fixed bugged crit attack animation with long one-handed spears;
- Fixed AP being wasted when trying to poison unpoisonable weapons;
- Fixed item duplication bug in loot screen when adding schematics.