AKA "Who got their roguelike in my roguelike?" ASCII Invasion is a mod designed to greatly increase the tactical variety of any character exploring Dredmor's Dungeon, while still maintaining the humorous atmosphere and careful balance present in the unmodded game. Inspiration has been drawn from classic roguelikes (with more than a few cheeky references included) but no outside knowledge is needed to enjoy the new content. This mod is designed for the original ten floors only and does not require any expansion packs to play. Features: ~ 50 regular monsters and 17 mini-bosses, all with unique spells or abilities. ~ 58 themed room layouts, including hidden lore. ~ 82 offensive consumables or equipment options, many with special effects. ~ 180 taunts. Just for fun. Current Version: 1.5e This is the last major update, although I will continue to investigate any new bugs I've missed or fix balance issues brought to my attention. Note that there are a few known rare crashes or technical issues that I'm able to reproduce but are the result of current errors/bugs with DoD's core game and outside of my control. Dropbox download link. Steam Workshop link. Full beastiary (1/2): Spoiler S is for Snails What are you, Dredmor's gardener? Snails are slow, weak, and vulnerable to crushing, but can resist or block other mundane damage with their shells. Their abilities aren't directly harmful, but wizards had better keep watch during battle. Baby Snail - Sporadically slow. Stubbed toes cause 'blinking curses'. Ghost Snail - Ethereal damage. Trails ectoplasm that gunks up mana. Snail Swarm - Summons further (non-summoning) snail swarms. ! Pimp Snail - Strongly resists most damage. Sometimes drains health at range or knockbacks. D is for Dogs and only Dogs Not dragons this time so let out that breath. Dogs are your basic agile fighters without any magic powers or killer stats, found mostly on the upper floors. Don't get careless though; these varieties can still give you trouble in packs. Hunting Dog - Highly aggressive and good detection. Wild Dog - Barking alerts enemies. Transmits rabies, a contagious mostly-debuff causing transmutative damage. Adorable Puppy - Causes hyperactivity, maybe stunning you on a dodge/block/counter. Weakens next attacks after dying. ! 1000th Dog - No abilities, but high stats and huge health for its depth. Drops sweet loot. K is sort of mostly for Killer Animals They're tired of your low-level bolt-fodder nonsense, and this time they're really not messing around. Killer animals come in various mundane forms, but share one critical factor: If you get trapped next to one the results will be devastating. Kiwi - High piercing damage. Cowardly and self-confuses on hit. Carnivorous Mutant Bunny - Rips off limbs. Non-animal replacements get unique effects depending on taxa and limb. Kobold - Carries a single dungeon-wrecking rocket. Flees often once it's spent. ! Kraken - Wide evasive mist, necro clouds, slow-drowns you. Raises wisps from corpses. Dives for stats and waves. E is for Eyes Famed as the more dangerous halves of cyclopses, eyes are magically-inclined demons who float through the dungeon and make life miserable for you in specific ways. Specialised heroes had best learn to start packing a few good piercing bolts. Floating Eye - Paralyses you on contact. Does no damage itself. Evil Eye - Resists magic, casts a weak antimagic field, and necromantically drains mana in melee. Ceiling Eye - Stackably reduces your defences. Hits for piercing / existential damage. ! Doom Eye - Causes very heavy necro / putrefy damage to start in 72 turns. Inflicts minor spells in the meanwhile. M is for Mold Ugh, why is it always your turn to clean these up. Molds are underpowered but their special damage types and hindering abilities require some tact to deal with. They all resist piercing, righteous and especially putrefying damage. Dungeon Ooze - Resists magical elements, regrows if killed by summons, corrupts artifacts. Violet Fungus - Causes harmless but indistinguishable and inconveniencing hallucinations. Slime Mold - Plain attack. Grows more health from corpses. Slimes you for slowly increasing primary stat loss. ! Ascended Scum - Casts weak spells every turn. Moves only by blinking. Nasty melee damage if muted. Y is for Yeeks! Because even diggles need something to feel sorry for. These putrid, malnourished goblinoids are physically feeble and technically count as undead. To survive, they've learned a few tricks that are surprisingly deadly against distracted heroes. Yeek Trapper - Lays traps nearby and distracts you in melee to reduce trapsight/skill until hit a few more times. Yeek Alchemist - Breaks flasks for acid/piercing pools. Sets unstable potion 'runes'. Spawns immobile Gelatinous Cones. Rainbow Yeek - Hits and casts very mild damage of each element simultaneously. ! Lucky Yeek - Zaps a wand of death. It temporarily skeletonises you. L is for El-fuh Elves are better at everything, including providing exp. Elves have decent vision and resist bolts, but are otherwise much less fantastic or skilled than advised. Sneaky archers and wizards will still hate their improvised roguish attacks. Thug Elf - Steals zorkmids. Taunts you, causing exp loss if you avoid melee fighting. Broke Elf - Shoots any items left on the floor back at you. Elfephant - Trumpet damage is buffered by mobs. Charges quickly then casts magic. Tramples others back. H is for Humanoid You don't know how these 'monsters' evolved. But you do know they're still trying to kill you. Humanoids are a mixed bag of foes whose abilities depend mostly on their upbringing. Attacking hastily is ill-advised; some may even be friendly. Doobah - High block. Throws weighted nets, several turns without struggling will free you. Dar Blademaster - Stills your blade at range. Attacks often turn your Melee Power stat against you. Gorgon - Low damage. Melee gaze insta-kills with < 20 HP. Transmutative / 2-turn muting first strike when awoken. ! Little Girl - Friendly, not targeted by monsters. May share candy, kick monster shins, pull faces or go exploring.