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skell
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## 1.6.14 - 2025-05-22
- [I18N] Episode 2 ⟶ Level 5: 1S1W, updated the description of the achievement
- [BUGFIX] Speech voice clips now correctly play using the Voices layer rather than SFX layer.
- [BUGFIX] Evil eye gazes would remain if there was more than one visible on the screen at the same time and you pressed undo/restart.
- [BUGFIX] Bump vfx would stay until moving if you pressed undo right after hitting a wall
- [BUGFIX] Episode 5 ⟶ Level 6, fixed impossible secret room
- [OTHER] Updated internals to make saves independent of the ephemeral IDs generated by TSS in the exported Hold file (which can change if hold gets deleted and imported in TSS). The save should automatically update to the new version so no progress should be lost. But "should" is the keyword here.

---

I had to update saves to make them independent of the specific IDs in the hold files (which can change if the hold gets reimported into TSS). There is a mechanism that updates the old save and I tested it as much as I could so I hope there should be no data loss.

@Kalin - Speech volume fixed! As for the features I want to at least try to implement clicking on the minimap but no promises there as it's far from trivial. Restoring to checkpoints would be neat but with the holds that are released there isn't really much value in that functionality. But the source code is available on Github so if anyone wants to try implementing it themself I'll be more than happy to review the pull request :).

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05-22-2025 at 08:00 PM
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icon Re: King Dugan's Dungeon Lite (+1)  
Made it through all the 'Neather's challenges. Except the blue door won't open. I think it's that secret room that's not actually possible to reach, which isn't properly marked as a secret.

Also, the 'Neather doesn't disappear when he leaves a room. He just turns intangible.

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05-23-2025 at 05:56 AM
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icon Re: King Dugan's Dungeon Lite (+1)  
Today I peeked into Episode 3 on Linux Mint; experienced no flickers, not even of the minimap.
I solved the ninth and the tenth level in full.

I already reported some bits to Skell on Discord, but here are some more observations, especially about the move counter.

One of the text scrolls at the end of the tutorial said I can press F3 key to see my move counter. However, I saw no number show up anywhere.
Nevermind, it does work, it just didn't work in the tutorial room directly for some odd reason.


If I don't have the counter visible, make some moves, then make it visible, it still says 0 (or the last number it was showing before I hid it).
After making a move, though, the counter is updated correctly (i.e. skips several numbers forward to compensate).

It also refuses to show up right after I enter a room - if the counter is invisible, then I enter a room, then I press F3, nothing happens.
On the other hand, if I enter a room with the counter active, then F3 behaves correctly even without making a move.

Specific room notes:
9L, 4N2E: Did I break how the room works or is this how it should be? I didn't make use of either the north-east, nor south-east doors. (screenshot attached)
9L, 4N3E: I have one more space/door tile to put a roach on. Is this room deliberately not requiring to be 100% perfect or is this a building error? (screenshot attached)
Tenth level: Is the "seeing range" for static spiders meant to be 3 tiles? Pretty sure in regular game it's only 2 tiles.
05-23-2025 at 09:59 AM
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skell
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I want to remove the tutorial levels in Episodes 2 and 3 because:

1. They serve no real purpose now that all the holds are released as a single package
2. They are kind of bad
3. Some of the things in recorded voice lines are not quite correct.

Anyone has any good reason to keep them? Other than just preservation purposes of course, which I think is a great case but I think it actively hinders the quality of the game in this case.

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05-23-2025 at 11:32 AM
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skell
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## 1.6.15 - 2025-05-23
- [BUGFIX] Episode 3, fixed the first two achievements not displaying their title properly
- [BUGFIX] Episode 6 ⟶ Level 25, made one room non required to fix an issue where blue doors would not go down when expected
- [BUGFIX] Episode 6 ⟶ Level 25, fixed 'Neather sprite not being removed when the character becomes invisible
- [BUGFIX] Pressing F3 to show the move counter would not show it until a move was made + other weirdness with how it appeared
- [BUGFIX] Speech on turn 0 when starting new hold/continuing/restoring would not play
- [FEATURE] Improved save importing with additional screen that keeps you informed and prevents clicking buttons while import is happening
- [OTHER] Minimap rendering now uses gpu rendering which is the last place that used the old method that could potentially cause flicker. Restore screen should also be faster now
- [OTHER] Room tiles rendering speed optimization
- [OTHER] Change line breaks in a lot of achievements to avoid long lines that are difficult to read
- [OTHER] Removed tutorial levels from Episodes 2 and 3 + their relevant challenges
- [OTHER] Neatly center the final row of the achievements list if it's not the same width as the rest

----

For now tutorial levels are removed (and the relevant achievements as well). They can still be restored later if necessary.
I have now started working on the option to look at rooms in the in-game's minimap.

Tenth level: Is the "seeing range" for static spiders meant to be 3 tiles? Pretty sure in regular game it's only 2 tiles.
Yup, that's how it was in Flash DROD and, if anything, I'd rather completely remove the spider invisibility than make them harder to see.

9L, 4N2E: Did I break how the room works or is this how it should be? I didn't make use of either the north-east, nor south-east doors. (screenshot attached)
9L, 4N3E: I have one more space/door tile to put a roach on. Is this room deliberately not requiring to be 100% perfect or is this a building error? (screenshot attached)
Took a peek at those rooms and I am fine with them being the way they are.

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05-23-2025 at 02:29 PM
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Kalin
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icon Re: King Dugan's Dungeon Lite (+2)  
Exported saves from Chrome to Firefox a couple days ago, when I was in Fourth Level: 1S2E.

Loaded the game today and the episode selection screens don't show the completion % anymore.

I cleared 1S2E (and the achievement) and returned to 1S1E and saw this bug with the minimap:
Click here to view the secret text


EDIT: And hold mastery doesn't trigger on the exit stairs, only when you walk out of a room.

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[Last edited by Kalin at 05-23-2025 06:25 PM]
05-23-2025 at 06:17 PM
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kikuchiyo
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Exporting saves doesn't work in 1.6.15: the exported file is only 15 bytes long, containing a header and nothing else. (Firefox/linux)
05-23-2025 at 08:14 PM
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skell
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Quick update to 1.6.15.1:
- {1.6.15.1} [BUGFIX] Fix broken save export
- {1.6.15.1} [BUGFIX] Fix missing scores on the episode selection screen
- {1.6.15.1} [BUGFIX] Fix issues when going between episodes could break minimap

This should fix the big reported issues!

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05-23-2025 at 09:30 PM
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Kalin
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Scores are visible again.
Voices can be muted.

It took 139 deaths to get the Respawner achievement in Ep 1.

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05-23-2025 at 11:29 PM
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averagemoe
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icon Re: King Dugan's Dungeon Lite (+2)  
One other thing. In 2S2W, the 'Neather gets too close to the arrows at the top of the room, making it possible to stab him. He should stop at (15,1) while waiting for his turn with the orbs.

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05-24-2025 at 12:27 AM
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skell
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## 1.6.16 - 2025-05-26
- [BUGFIX] Episode 6 ⟶ Level 25: 2S2W, 'Neather no longer comes close enough to be stabbed from the top arrows
- [BUGFIX] Minimap rooms no longer have the right half offset by one pixel down
- [BUGFIX] Minimap minimap no longer uses fractional numbers for positioning the minimap which caused additional blurring
- [BUGFIX] Hold Mastery flash message now appears as soon as you start new game/continue/restore if you fit the criteria for achieving mastery
- [BUGFIX] Visual effects no longer appear outside room area
- [FEATURE] Minimap can now be clicked in-game to look at rooms

----

And work on CNet intergration is progressing behind the scenes. Additionally, with this update, I am on top of my todo list so if there are any remaining features you'd like to see the time to mention them is now.

I am choosing not to implement restoring to a checkpoint due to that being more work than the value it will bring.

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05-26-2025 at 01:40 PM
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Kalin
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skell wrote: I am choosing not to implement restoring to a checkpoint due to that being more work than the value it will bring.
Can we restore to the end of the room (turn before leaving) instead of the beginning? The player can always use 'r' to get to the beginning if they want.

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05-26-2025 at 02:41 PM
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I'm still pretty sure it's impossible to reach Twenty Fifth Level, 2N1W. I even tried chasing roach queens into the 'Neather's escape tunnel in 1N2W to stop him from activating his trap.

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05-26-2025 at 03:53 PM
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averagemoe wrote:
I'm still pretty sure it's impossible to reach Twenty Fifth Level, 2N1W. I even tried chasing roach queens into the 'Neather's escape tunnel in 1N2W to stop him from activating his trap.
Click here to view the secret text


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[Last edited by NoahT at 05-26-2025 04:14 PM]
05-26-2025 at 04:13 PM
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skell
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A-ha! Uploaded 1.6.16.1 that fixes this oversight. Specifically:

Click here to view the secret text


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05-26-2025 at 06:21 PM
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icon Re: King Dugan's Dungeon Lite (+2)  
Click here to view the secret text

Also, the attached screenshot shows a new graphical bug where a cleared room still appears red on the mini-map.

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My stuff:
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[Last edited by NoahT at 05-26-2025 07:04 PM]
05-26-2025 at 06:58 PM
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Was there supposed to be a wraithwing in the center of Mastery Level, 2W? And potentially two more serpents to make the room symmetrical?

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05-27-2025 at 01:17 AM
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icon Re: King Dugan's Dungeon Lite (+2)  
Level 11 1S2E fails if you take 149 moves, not 150 as the achievement text suggests.

"Tar Engineer" says "Clear all tar in any Level 11 room"; it requires doing so while clearing the room (not on returning to a cleared room) but doesn't say this.

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[Last edited by Nuntar at 05-28-2025 03:25 AM]
05-28-2025 at 03:06 AM
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Hey, it's really cool to see this project get finished like this!

I don't know if it's worth changing since it's just a backtracking issue and not in the "main" KDDL levels, but in The Ancient Palace - The Sewer System level it is entirely possible to
Click here to view the secret text


[Last edited by Aquator at 05-28-2025 04:37 PM]
05-28-2025 at 03:55 PM
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When clicking on the minimap to bring up the full level map, the full map marks some rooms as uncleared that I had actually cleared. (The minimap in the screenshot shows cleared rooms correctly.)

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05-29-2025 at 02:15 AM
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icon Re: King Dugan's Dungeon Lite (+1)  
Ep 3 achievements:
Click here to view the secret text



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05-29-2025 at 03:00 PM
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skell
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I had a new build ready but turns out something got broken hard so no new build yet. Things:

- I've rebalanced the numbers for deaths/undos/steps achievements. The goal for those is to be something that a player will get in the course of playing. I also fixed some wrong numbers for monsters which were the victims of copy pasting and adhd blindness.
- Tuning Fork achievement is kind of difficult to describe though the concept is simple. Hitting orb adds streak, streak must increase per turn, one streak increase per turn, orb hit can add streak only on the first turn. I've updated the description to this:

Hit different orbs (%orbs%) in sequence, one per turn
- Hitting the same orb again does not increase the streak
- Hitting multiple new orbs in the same turn increases streak by one
- Not increasing a streak resets it
Current streak: %count%

Ultimately it only needs to be good enough so that, worst case, the players can work out the details.

Hints on where to get 4 orb hits in Ep3 in increasing level of hintness:
Click here to view the secret text

Click here to view the secret text

Click here to view the secret text

Click here to view the secret text

Click here to view the secret text


And working on the minimap bug.

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05-29-2025 at 09:22 PM
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Ep 4 achievements showing wrong tooltip when failed.

If you fail an achievement because you entered the room facing the wrong way, the achievement screen will show the wrong tooltip for the failed achievement.
Click here to view the secret text

This happens for 1N, 1S, and 2S.

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[Last edited by Kalin at 05-29-2025 09:49 PM]
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skell wrote:
Hints on where to get 4 orb hits in Ep3 in increasing level of hintness:
Okay, I'm just blind. I looked at room that over and over and always saw two orbs in each corner.

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05-29-2025 at 09:58 PM
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skell
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Kalin wrote:
Ep 4 achievements showing wrong tooltip when failed.

Hm, I can't reproduce it and there isn't anything different about either Ep 4 achievements or those specific achievements that could cause this to happen. Any chance you can record a video of this happening?

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05-30-2025 at 11:59 AM
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skell wrote:
Kalin wrote:
Ep 4 achievements showing wrong tooltip when failed.

Hm, I can't reproduce it and there isn't anything different about either Ep 4 achievements or those specific achievements that could cause this to happen. Any chance you can record a video of this happening?
It's going to be hard for me to reproduce. I thought it might be because I failed the challenge on turn 0, but it didn't happen with Easterville in Ep 2.

I saw it in Firefox 139.0.1, tested Ep 2 in Chrome.

How do you clear your save file?

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05-30-2025 at 02:07 PM
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I finally had some time to play, I really was curious for episode 6,
so I played that one first :D

Level 22 2N => you can't back track once you entered this room,
I don't think is a big problem because you can only get there once the blue doors are down, but wanted to mention it.

The Master wall, (I think) I looked everywhere, but can't seem to find it :D
If it's there somewhere, just say that it is, I'll look some more closely. (I haven't cleared all secret room just yet, so)

I really love what you've done with the place.

I found a bug with the map (shown in picture).
I clicked on an orb in L25 1S1W and then on the minimap
and the green shade of the door appears in all rooms i click on


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05-31-2025 at 12:25 PM
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Original Thirteenth Level 2N1E has a gap at (11,20) where there should be a wall tile. Weirdly, KDD 5.0 has a gap in exactly the same place. All this time, I've thought I accidentally introduced it, but I think KDDL was done before KDD 5.0 and surely you haven't redone OL13, so my best guess is that it was a mistake in KDD 2.0 that I happened not to notice until after finishing the 5.0 update....

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06-01-2025 at 05:36 AM
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## 1.6.17 - 2025-06-01
- [BUGFIX] Music will no longer go from Attack to Puzzle when tar babies get formed and there are less than 30 enemies in the room
- [BUGFIX] The Ancient Palace ⟶ The Sewer System, added backtracking in case you enter entrance from the south without clearing it first
- [BUGFIX] Episode 3 ⟶ Level 11: 1S2E, achievement now correctly fails on 151st turn so that if you solve it on 150th turn it still gets accepted
- [BUGFIX] Episode 3 ⟶ Level 11, "Tar Engineer" achievement now gets enabled in cleared rooms as well
- [BUGFIX] Episode 6 ⟶ Mastery Level 2W, added 3 missing monsters
- [BUGFIX] Minimap rooms should no longer display with incorrect colors when using restore or using the large minimap
- [BUGFIX] Closing the large minimap by clicking on the small minimap should no longer cause it to immediately reopen
- [OTHER] Readjusted values for achievements (Kill X of monster Y, Take X steps, Die X times, Undo X times) to numbers that should be automatically gotten by every (except best of the best who never die or undo) player over the course of playing the game. Also spiders which don't appear in EP 6 had an achievement, praise copy-paste.
- [OTHER] Reworded the description of Tuning Fork achievements slightly
- {1.6.17.1} [BUGFIX] Orb/Door highlights are now cleared when opening minimap so they don't appear over other rooms.

---

Level 22 2N => you can't back track once you entered this room
This is both consistent with the original and due to the linear nature of the hold it makes no real difference so I'm fine leaving it in. Especially that there is no room for a graceful change :).

The Master wall, (I think) I looked everywhere, but can't seem to find it :D
It's there!

Original Thirteenth Level 2N1E has a gap at (11,20) where there should be a wall tile.
Talk about hawk eyes! You're right, it's something that must have been introduced in the original KDD 2.0 hold because it's correct in AE version of the hold. But since KDDL is more of a KDDL 2.0 thing I've decided to leave it as-is just to avoid accidentally breaking something.

How do you clear your save file?
There isn't really a way to do that. You can just play in a private browser window to not have progress if you want to try reproducing this issue again (and use the debug console's `clear-room` to speed up traversal).



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[Last edited by skell at 06-01-2025 06:21 PM]
06-01-2025 at 08:55 AM
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Actually, there are spiders in episode 6. Though they only appear in a single secret room.

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