Dungeons of Dredmor

Dungeons of Dredmor

Kingdom of Loathing Classes
46 Comments
diamondroller0331 25 Aug, 2021 @ 7:10pm 
I just rediscovered my love (and my long-standing account) for KoL, and this is just perfect for me. Thank you!
Corey 11 Feb, 2021 @ 11:46am 
The most recent skill? Y e s
Kyre 6 Aug, 2020 @ 2:56pm 
Oh HELL yes
Jibii 28 Mar, 2019 @ 10:45pm 
I love you <3
Theris Ward 18 Sep, 2018 @ 7:51pm 
you potatoe
Zelynda 4 Feb, 2018 @ 6:29am 
Ohmygod. This. Is. PERFECT. I just recently got around to playing Dredmor and one of the first things my brain compared the humour to is Kingdom of Loathing. Probably because I'm an oldschool Loather from way back, so I kinda can't help it. This...totally works. Awesome. :)
Grumble  [author] 4 Aug, 2017 @ 10:46pm 
Fixed
Grumble  [author] 4 Aug, 2017 @ 10:44pm 
Haha, nice. Gotta get rid of those.
Antifa Supersoldier 4 Aug, 2017 @ 5:46pm 
LIKE FREE STUFF?
blubertater 22 Jul, 2017 @ 6:24pm 
Perfect.
This pastamancery deserves thousands of meat!
I have none.
(Merchant) B1tF0x 15 Jun, 2017 @ 8:48pm 
*encourages you to make a supplamentary mod if when you have the time or inclination* :D then again if you start now you will be busy when WoL actually launches.
Grumble  [author] 15 Jun, 2017 @ 5:31am 
Those would be fun to do, but I don't currently have plants to do so.

KoL has so much content I could keep adding things forever, so having a predetermined ending point is/was important.
(Merchant) B1tF0x 14 Jun, 2017 @ 7:00pm 
Wonder if you might ever add The West Loathing classes? or maybe even the special chalalnge path classes? theres a ton you can do with a themed mod like this.
Enby Girl Rusty Soldner She/They 13 May, 2017 @ 4:32pm 
This is perfect. Finally get to be an accordion thief again.
Dedan Of Zone 1 11 May, 2017 @ 5:02pm 
Found out about KoL just because of this. Thanks.
Grumble  [author] 30 Oct, 2016 @ 1:30am 
Of the three I'm least familiar with Sneaky Pete. I was on hiatus from the game for all but the tail end of that path. Slow and Steady was my jam, though.
Sanmei 29 Oct, 2016 @ 4:59pm 
Alas. Well, even if there was a way to implement his resurrection, his mechanics are so particular to KoL that I'm not sure how they would translate over anyway. Of the three avatars, I'd say Sneaky Pete is probably the most workable -- crowd love and crowd hate could easily be turned into a consumable stacking buff for various effects.Boris is kind of a generic melee brawler with sandwich-demanding capabilities, and Jarlsberg has so much wrapped up in summoning food items that I'm not sure how he'd translate into DoD terms.
Grumble  [author] 29 Oct, 2016 @ 2:56pm 
Fiscal Hedge does have its own way of working and you can make use of it in a mod, but it wouldn't work for the purpose of becoming an effective Ed.

Its paramaters include a percentage of damage to block, a cap on the damage that it can block, and how many zorkmids you lose per point of damage blocked. It's pretty interesting, but it doesn't give us access to the things we'd need.
Sanmei 29 Oct, 2016 @ 12:23pm 
I suspect if the means to do it it exists anywhere, it would be present in the Bankster skill Fiscal Hedge -- a status that can prevent up to 50% of incoming damage. That suggests there must be a means of inserting a skill effect between reading the damage and applying it. Turning that into a revival might be difficult though, depending on how much leeway exists to make it do different things other than damage reduction.
Grumble  [author] 29 Oct, 2016 @ 8:15am 
Yeah, I was agreeing with you. Sorry if that wasn't clear.

I didn't come across that sort of functionality while I was messing with this mod, but that doesn't mean they exist. I doubt that they do, though.
Sanmei 27 Oct, 2016 @ 7:47pm 
That's why I said I don't think it would work well. XD I could kind of see it though, if it did something like the Radiant Wizard tree someone made where the gains come with a hefty negative -- so Ka Coin resources could revive you, but you'd also die like nobody's business unless you were super careful. Not sure if DoD has the means to compare incoming damage to current HP, though, which is what I suspect would be necessary to simulate revival -- if it's anything like I suspect, HP = 0 suspends all skill proc.
Grumble  [author] 27 Oct, 2016 @ 1:39am 
Actually Ed the Undying really doesn't make sense in the context of Dredmor. I mean, his biggest gimmick is that he can un-die, which doesn't work in a traditional roguelike. Additionally, his themeing is Egyptian, which is covered in one of the expansions to the game proper.

The only thing that I think would be interesting is having a Ka Coins resource that you could do things with and you get from killing things that have phylums with souls.
Sanmei 26 Oct, 2016 @ 9:38pm 
Somehow I don't think Actually Ed the Undying would work well as a skill tree. XD I could totally see Way of the Surprising Fist, though. Maybe Zombie Master, if it began with a skill to convert corpses into a stacking buff that could be consumed for effects. I think Barrier Maiden does something like that?
Grumble  [author] 25 Oct, 2016 @ 8:27am 
Those would be fun to make. I'll let it mull over in my mind and I might end up doing that, but no promises. I'd probably put them in their own mod if I do-- for the sake of my own sanity.
Kyuubicle 24 Oct, 2016 @ 4:17pm 
Gotta admit, the concept of these skill lines fit perfectly in with this game's other weird skills. Enough so that I'm surprised nobody has ever added these before!

Also, yes, while a fan of KoL, the black and white art really doesn't fit in the rest of the game. Still, an excellent mod!

P.S. any chance you might do the Avatar classes or Way of the Fist skills? :D
Sanmei 19 Oct, 2016 @ 8:17pm 
I suspect you've covered it. I wasn't sure as to when the extra damage was added and couldn't see any visible indications that it was occurring, so it seemed like the skill was only doing the damage of an ordinary attack. I'll keep an eye out for the floaty damage numbers.
Grumble  [author] 19 Oct, 2016 @ 5:17am 
It is possible for one part to deal damage but not the other. For instance, your attack could be dodged but the additional Thrust-Smack damage should still occur. You could kill the monster with your attack, and the Thrust-Smack bonus damage will have nothing to hit and won't happen.

It should also be noted that since the bonus damage is a separate instance of damage from the attack, a monster's crushing resistance and armor absorption will be applied to BOTH the bonus damage and the normal attack damage.

Hopefully something here applies to what is going on, if not I will probably need a more specific description of what's going on.
Grumble  [author] 19 Oct, 2016 @ 5:17am 
I haven't been able to reproduce the problem you've been having, but could see a few places where it might not seem like it's working.

The way that that Thrust-Smack works is first a normal attack is performed on whichever tile you targetted. This functions exactly as any other normal attack-- it can be dodged/countered and can crit, it uses whatever your normal damage is, and this number will appear at the top of the screen as something like "You crush the Diggle! (damage)."

After that, Thrust-Smack will deal crushing damage based on your melee power to anything in the targetted tile. This damage may be resistable with magic resistance and affected by haywire chance, but I could be mistaken. This damage will not show up at the top of the screen, but will have a separate floaty damage number above the monster from your attack. If all of the damage from this part is resisted (e.g. through armor absorption), a "Your spell does no damage" message should appear at the top.
Sanmei 18 Oct, 2016 @ 7:25pm 
I'm not sure Thrust-Smack's extra damage is functioning properly. In testing, it seems to be doing exactly as much damage as a normal attack. Is it an invisible addendum to ordinary attack damage?
Grumble  [author] 2 Oct, 2016 @ 12:24pm 
The first is to just draw all the stuff myself... which honestly wouldn't do justice to either art style.

The second is to just use the art from the game's assets and possibly recolor some things. I personally didn't much like this because it didn't feel very... Kingdom-y. I ended up not going with this because I felt better erring on the side of "too kingdom" for my kingdom mod, but I totally understand some people preferring the opposite.

Because you brought it up again and being able to take a fresh look at things I thought of something else. That is to modify the game's art by replacing characters' faces/bodies with black and white stick figure people. That way the majority of a given skill image has more appropriate art, there is more of a nod to Kingdom, and the slapdash nature of the images' construction is appropriately silly.

I will definitely try messing with that idea so I can see how it ends up looking. However it might not be satisfactory... I won't know until I try.
Grumble  [author] 2 Oct, 2016 @ 12:23pm 
A legitimate complaint, and something I was thinking about a good amount when I was making the mod. It's something I can revisit now that my head isn't clouded by XML and learning how these mods actually work.

Ideally I would have had art that was much in more in line with Dredmor's art style, and there are a few ways I have thought of (both when I was making the mod and now) to do that.
Shades 30 Sep, 2016 @ 8:09pm 
I understand that the art is from, or inspired by some external source and possibly as such are black and white.
However, even though I do really like the classes, the black and white symbols deviate too much from the base style of the game for them to be enjoyable.
Any chance of getting symbols more in line with the game palette, or at least coloured symbols?

Oh, and do not ask anything from Krong. Krong only helps those who help themselves. ;-)
Grumble  [author] 18 Sep, 2016 @ 4:52pm 
Glad to see people seem to be enjoying it.:love:
Ryan 18 Sep, 2016 @ 9:32am 
yo I just reinstalled this game just to use this
PantalonusGiganticus 3 Sep, 2016 @ 12:29pm 
OH MY, OH MY, MY FAVORITE GAME IN OTHER FAVORITE GAME OF MY, this mod is great, hell, i just cannot resist installing it.
Lemiwinks 10 Aug, 2016 @ 7:59pm 
Finally, a mod after months of waiting for Dungeon of Dredmor's workshop finally updated with one new piece of content.
torneko 10 Aug, 2016 @ 2:51pm 
This.. is hilarious! Definitely adding it in.
Grumble  [author] 9 Aug, 2016 @ 5:48pm 
There should be none, the added monsters are only summons. Unless I messed up.
frontliner2 9 Aug, 2016 @ 11:04am 
Hi! What monsters are added to random monster pool?
Grumble  [author] 8 Aug, 2016 @ 4:23am 
Yes, all seems to be well and good currently.
Grumble  [author] 8 Aug, 2016 @ 4:13am 
Fixed. I think. Please. Please. Krong help me.
Grumble  [author] 8 Aug, 2016 @ 4:05am 
I figured it out I think, should have the working version up shortly
Grumble  [author] 8 Aug, 2016 @ 3:54am 
Setting this to friends-only until things work again.
Grumble  [author] 8 Aug, 2016 @ 3:50am 
Currently super broken, I'm at this very moment pulling my hair out trying to figure out why.
Grumble  [author] 7 Aug, 2016 @ 10:28am 
I am bad at spritework, unfortunately. Making even one monster from/in the style of Kingdom art seems daunting at the moment, but it isn't something I'm opposed to trying. (Changing the base dungeon tiles and whatnot I wouldn't even know how to start doing, haha)

That attempt could very well could crash and burn, though. I'm more confident in my ability to make numbers work than pictures. :crafting:
Laserface Jones 7 Aug, 2016 @ 7:09am 
AHHHHHHHHHHHHHHHHHHHHHHHHHHHHHHHHH

Man if only there was a white on white with badly drawn figures mod to go with it. I can settle for an all-class hero though. It's like ascending a bunch before you start the game!