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Thursday, July 11, 2024 3:45:17 PM

Desktop Dungeons: Rewind is now playable on Controller!


Controller support

We've been hard at work bringing Controller support to Desktop Dungeons: Rewind. Let's have a quick peek at how controller gameplay works while I prattle some marketing speech:
Navigate your way around the depths with ease using our smart targeting technology! The left stick will automatically select the most interesting tile in the direction it was pushed. This way you can zoom straight to your target, even if it's on the other side of the map. (The D-pad allows micro-adjustments for the true exploration connoisseur)
While you fight, you'll want to be using your items and Glyphs. You can go into your inventory to use items, OR you can also use the Radial Menu to sling spells and quaff potions faster than ever!
This all works on the Steam Deck as well, but we're still working towards verification.



Now isn't that fantastic. On to the next big feature...

The Codex

The Codex is back! Rejoice, revel, write about how glad you are in the Steam Discussions! All of the information you could ever need is at your fingertips. Entries are added when you find something new in a dungeon (including Dailies) or unlock a new Class / Kin.
Information about Gods is also accessible from their altar (no need to alt tab to the wiki anymore!) You'll still need to discover their likes, dislikes, and punishments through experiencing them. So you'll have your inventory deleted at least once :bleaty:




Spanish Localisation

Thanks to the amazingly attractive and intelligent members of our Discord server, Azran and Agus, Desktop Dungeons: Rewind now is now playable in Spanish. Grande! They've done a fantastic job and we are so excited to put their hard work into the game 💖 Muchas gracias!




Difficulty Modifier

Desktop Dungeons: Rewind has a reputation for being difficult, and we don't want this to be something that scares people off. We've added a modifier that should ease players into the game and allow them to experience the terror of later dungeons without sinking hundreds of hours into the game. You can find it in the Gameplay settings.
For the people who like it when the game is difficult, we've added a new feature to the Vicious Token: winning a run with the Vicious Token will raise the Difficulty Modifier by 10%. This can exceed 100%.
We're a little scared to see how far you can take this. :bleaty:



That's all we've got for you today! Enjoy the update, tell your friends, leave a review, follow us on Twitter, join our Discord, and call your grandma.
Lots of love,
- QCF Design



Changelog 2024-07-11: (It's a big one!)

Controller support!
Prevent item usage prediction on selected enemies from being overridden by extra combat prediction.
Improve grid indicator consistency for other clickhandlers.
Make text input easier to see.
Don't deselect text inputs when control type switches.
Better handle rewind screen capture failures & prevent rewind screen capture when rewind is not available.
Prevent badge list from showing in main menu on tutorial dungeons.
Target .Net 4, switch to incremental GC.
Prevent Compression Seal from being usable after the inventory is closed.
Fix bug with full map zoom that would focus the wrong position the second time it was used.
Fix the full rejuve quest item not invalidating Feeling Parched.
Add selection frame around preparations.
Fix bug that could send the player to the map when canceling a run before tutorials were over.
Fix emergent bug with speech bubbles not displaying text correctly.
Optimize smart move over long move distances to minimize pathfinding lookups.
Remove overcomplicated single step movement that was causing issues.
Make left stick always smart movement, dpad always single-step movement. Use newly-free LB for center on player, clean up LT to Zoom Entire Dungeon.
Prevent zoom entire dungeon state getting stuck if the input is released while the UI is in a click-blocking state.
Fix bug with controller inventory conversions not being recorded by replays.
Prevent players opening an empty inventory.
Prevent conversion when opening the inventory with an item already in use.
Remove phantom selectable buttons from the Kingdom layerset for early kingdom states.
Prevent navigating to the camera control buttons when the player is dead.
Tutorials reworked for controllers.
Fix gold transmuter boss using the wrong graphics.
Add JPN localization!
Fix spacing issues on the scoring scene.
Fix mashing input triggering active buttons inbetween advisor animations.
Add new radial menu on RT for the current selected block.
Prevent PQI from creating "get Faithless with Vampire" situations.
Show simulated damage increase from drinking a potion while trisword is in inventory.
Speed up level generation/loading.
Fix score screen kingdom gold label looking off.
Allow players to change resolutions based on current connected monitor.
Fixed bug that could result in localized text displaying old colour codes.
Fix Kingdom gold not updating when buying a veto or locker slot at the bank.
Style text in Jehora's desecration now applies correctly.
Fixed bad wording in Positioning puzzle.
Optimize rewind frame capture and downscale captured frames if they're larger than 1920 horizontal size.
Optimise reveal fog and foliage depression texture updates.
Updated change kingdom UI layout to be more sensible.
Cache various UI objects, optimize UI rendering.
Made JJ's Last Chance boon show accurate cost in the boon info display.
Removed erroneous online check in the run-saving pipeline that could stall saving sometimes.
Added codex!
Fixed infinite menu loop that could happen when trying to load online profiles when the internet connection drops.
Fix issue that could cause a Kingdom to be loaded witout UI, made finishing a Daily return to the start screen if the current save doesn't have a Zepplin.
Fix bug that could send the player to an empty preparations screen if they had an Explorers Guild but no other preps.
Fix bug with locker tutorial that could allow the player to make the lockers unusable.
Simulate enemy health when they're damaged + selected, show regen predictions when moving via controller with a selected enemy.
Add item source display to item info, shop info, pickup info and codex.
Force dungeon runs to be uploaded when forcing a save.
Prevent the game picking the Gaan-telet taunt portal as a random run location.
Prevent menu from opening during gameplay when there's a popup visible.
Fix reviving enemies triggering extra damage pop animations.
Fix controller softlock when selecting random run with no preparations unlocked.
Fix numerous saving/connection issues when not online, update error messages and prevent error spam, fix deletion while offline causing a semi-lock, fix inifinite save loop when offline that prevented progress.
Fix bug that reset codex progress when rewinding.
Fix nullref when rewinding if the game was played entirely unfocused.
Optimize level tiling graphics instantiation.
Fix issue with stat pops losing their animation and sticking around after their parent is disabled.
Guarded against repeated potions in the potion shops.
Fix bug with god count achievements being unlocked by hovering over pactmaker boons.
Prevent translocation seal being used multiple times when targeting another block while the player is standing on a shop.
Prevent show entire dungeon input from working during replays, also make releasing the input during a blocking popup/menu not leave the camera stuck zoomed out.
Fix softlock when starting a new kingdom immediately after playing the daily.
Make all connections have a faster default timeout period.
Add SPA localization!
Prevent input mashing while loading the dungeon from resetting the current setup.
Fix error with daily run name value not being set correctly to prevent false updates.
Text input on Steam Deck/Big Picture.
Don't limit rainbow completion to the exact total.
Prevent advisor hand from being shown on initial startup when no controller is present.
Added global difficulty setting to allow players to adjust difficulty downwards if they want to. Winning with the vicious token increases global difficulty by 10%.
Make global difficulty not have an impact in dailies or puzzles.
Fix touch input support, make touch input use left click select at all times.