Sarcasm said:Question about skills. If you don't choose any of the weapon skills:
Swords, Maces, Axes, Staves, Crossbows, or Unarmed...are you gimped? The bad weapon icon pops up.
On top of that my choosing dual wielding, the one two attack/hold two weapons..how is this combo with said above?
Sarcasm said:Question about skills. If you don't choose any of the weapon skills:
Swords, Maces, Axes, Staves, Crossbows, or Unarmed...are you gimped? The bad weapon icon pops up.
On top of that my choosing dual wielding, the one two attack/hold two weapons..how is this combo with said above?
Corky said:r.i.p little corky.
Got to lvl 13-15 or something ~7hours, and the 7th floor with 250000 points and 150000 gold. But the game pretty much got broken since I couldn't buy any decent gear because all of it was garbage 50-100 gold crap items that filled every store and I ran out of food so I just commited suicide basically.
Feels good that I died by my own hands and pretty much breezed through the game until I just couldn't proceed for stupid reasons.
Next run is going to be on elves just want to have fun and no permadeath.
Philthy said:What build were you using, and was it permadeath mode?
I'm having a lot of fun with Sword/Dual Wield/Armor/Promethean/Assassin/Archaeology and I can't remember the last one. I pretty much work up to fireballs which can basically clear out rooms and then finish everything off with my swords. You get pretty strong after a few levels.
The new patch is supposed to be coming that they hope fixes a lot of the crash bugs, and they also found monsters weren't using their ranged attacks/spells properly, so the game difficulty may ramp up quite a bit!
User33 said:Looks like its being fixed in the next patch early this week though:
http://www.gaslampgames.com/blog/2011/07/16/whats-in-the-next-patch/
And the following new things shalt be added:
- Fifty New Achievements
In my experience they're every floor except the first. I haven't gone below 6 yet so maybe they stop?Crazymoogle said:Those monster zoo's are brutal though. Way more common than in Nethack...
Toma said:The patch isnt out yet, right? They said something about sending it to steam on monday, how long will it take until it gets through to us then? Does anyone know?
Philthy said:When ever Steam gets around to it. They don't have a set schedule for anything. Hopefully later today.
Toma said:Ah okay, but its already good to know it might get through today. I wasnt sure whether that process takes 1 day or 2 weeks or something.
Toma said:Ah okay, but its already good to know it might get through today. I wasnt sure whether that process takes 1 day or 2 weeks or something.
And the following new things shalt be added:
- Automatic Saves in the Case of Crashes.
- Changes to how Permadeath works. Well now delete the file when you actually die.
- Fifty New Achievements
Druz said:So... is there a way to control the pets you summon? or am I forever avoiding 1 tile rooms where the pet blocks your escape
I got a mass destruction bolt and an anvil on the first floor, turned the mass destruction bolt into an epic, then used the exp spell. the 8,000+ item gave me 150 of the 250 exp needed at level 2. :|picklecannon said:Just turn any artifact into exp and get your money with wands and squid/massive destruction bolts. I've started to carry around 3-5 star gear that I can't use in hopes of kronging it for exp, but I've yet to find a anvil.
Crunched said:I want to get this game, but all this talk of crashing is seriously dissuading me.
Owlowiscious said:I got a mass destruction bolt and an anvil on the first floor, turned the mass destruction bolt into an epic, then used the exp spell. the 8,000+ item gave me 150 of the 250 exp needed at level 2. :|
I rage quit and started over.
Spirit of Jazz said:It just crashed when I went down to floor 10 having never done so before... somebody please hold me.
Spirit of Jazz said:It just crashed when I went down to floor 10 having never done so before... somebody please hold me.
Crunched said:I want to get this game, but all this talk of crashing is seriously dissuading me.
Daigoro said:ew god. that picture is creepy and horrible.
im in the same boat. rougelikes are tough enough. id hate to lose a game because of a crash after investing time into a run.
Some of these achievement names are my favourite kind of ludicrousBerksy said:New achievements are online at Steam but there is no patch yet.
In general they have to rebalance some skill trees.Wallach said:Yeah, I'm hoping that patch comes tomorrow or something so I can get started again. I really like my build, though I noticed a few things:
- Wyrmling pet says it goes hostile in the combat log but never actually goes hostile against you if you strike it
- If you kill it you gain experience, which combined with the above makes it easy to exploit
- Promethean Magic does way too much damage, Obvious Fireball was still one-shot killing literally everything on floor 7 of Going Rogue
- Astrology's offensive magic is really weak but also quite cheap to cast; good for a support tree to your main offensive school of magic but should mostly be used for Radiant Aura and Syzygy
- You don't really need trap affinity for a mage if you have a summonable pet, since you can either just summon it on one-fire traps or put it between you and the fire path of the trap and attempt to disarm until it works
- Get at least 2 or more trap radius on Going Rogue or you'll be stuck playing very slowly on floor 5 and beyond
Volodja said:In general they have to rebalance some skill trees.
I've tried doing a Golemancy run but it was awful, no aoe and the summons cost a lot of mana, are rather fragile (even if the second one does quite decent damage) and have the worst AI, they only attack a selected target and if it is on the other side of the room they'll ignore every other attacker even if they are trapped by them. This way works with the wyrmling because you are the one nuking aoe and the mana cost is relatively low, but with golemancy you don't have much to deal damage. In the end a lot of my kills were from luring enemies into traps, which made my advancement even slower because I couldn't disarm them before the floor was cleared.
Maybe I could sit in the first floor and keep on castintg the second summon and killing it, getting 100 xp every time, but that's just nuts considering that the advancement was already painfully slow.
Whenever I go promethean I bomb the hell out of the Wyrmling without caring much, he costs so little and Blood Magic laughs in the face of mana needs when you are a ball of unstoppable aoe damage.Wallach said:Yeah, Astrology is even worse for damage. The spells don't cost much to cast at all (when my OF was like ~9 mana to cast, the "No" Astrology spell was like ~3) but they deal almost zero damage. Promethean Magic on the other hand just obliterates everything, the only real risk is hitting yourself on accident (which still hurts even with significant fire resist).
Also, you'd think the Wyrmling would be immune to fire dmg. It's hard to really use for anything but a linebacker for enemies and traps because you'll obliterate it in combat.
Volodja said:Whenever I go promethean I bomb the hell out of the Wyrmling without caring much, he costs so little and Blood Magic laughs in the face of mana needs when you are a ball of unstoppable aoe damage.
Unstoppable until you walk into traps or into your own rune of explosion, that is.
I thought that it didn't make much sense either when I first noticed it but promethean magic doesn't need to be more powerful so it's ok.Wallach said:Oh yeah, there's no real reason not to obliterate him. By floor 5 if your build is alright you can really just spam endless spells so it's not a mana thing. I just don't see the logic in it taking friendly fire from Promethean spells since it relegates it to a positioning/trap tool.
I found the infection to be useless, a lot of times I saw monsters standing on top of it and not catching it for some reason. Otherwise it would be damn good and a great way to clear monster zoos even if a bit slow, granted that you keep your walls up.Wallach said:Promethean needs a big fat nerf, so maybe when they get around to doing that they can make the wyrmling more survivable against other Promethean spells.
I've heard that Necro's 6th level spell is quite fantastic, but the lead up to it isn't very impressive. Golemancy is slow but once you get the Infection it's not too bad, and you have enough control that at at the least it's quite safe.
How is Mathemagic overall? Someone was saying Golden Ratio is a decent main combat spell with the side effect of getting a lot of extra zorkmids along the way. I was thinking of trying the following when I complete GR + P on my first mage build (which I'm not going to start until this new patch hits so I don't lose him to a crash again):
Staves
Mathemagic
Psionics
Magic Training
Blood Mage
Ley Walker
(something here)
I like taking Staves for the early melee buff (and later the passive bonuses are okay when you're done investing into other stuff), but I don't see Vampirism working as well without a summonable pet to leech off. It would still help a lot in the first few vulnerable levels I guess, but I was thinking of taking Archaeology instead for the starter hat and rerolling of artifacts that won't die off in usefulness as much later on. Either that or Perception so I can skip trap sight radius on my gear and focus purely on magic power.
For a super safe build you could replace Mathemagic with Golemancy and take Vampirism as the seventh, you'd pretty much never die to anything unless you stomp on a trap. Oh, also Fungal Arts pairs quite well with Vampirism since you can use those even though you can't use food, and you have a summon to bash for health.
Hey now, that's much better. I was wondering why a game like this had less then ten achievements.Berksy said:New achievements are online at Steam but there is no patch yet.
First a quick reminder: today is the last day you can get Dungeons of Dredmor at 10% off save all of fifty glorious cents. That said, onto the meat:
Some folks have been asking what the deal is with the promised 1.0.3 patch, so heres the deal. The patch is done; Im not adding any more code to it. However, we still have to give it a quick playthrough tomorrow before we can let it loose upon the world. This is to make sure that we havent added any more crash bugs, corrupted save games, or all the rest of it; hopefully this turns out to be a good strategy. I would test it myself, but its now 3:30 AM in Victoria, and doctors keep telling me that I need at least four hours of sleep, preferably more. Foolish men of medicine, what do they know?
The 2X UI scaler has been moved to patch 1.0.4 (the next patch), as has in-client leaderboards. Doing the 2X UI properly making it all pretty and stuff is going to take at least another couple of days. I think, however, we have now taken care of most of the other major complaints. Here is the current, completed, changelog:
- Fixed: crash that occurred when moving up stairs or down stairs, involving summoned pets
- Fixed: shopkeepers doing odd things when picking up and dropping items after load/save, including crashing.
- Fixed: crash when using invalid missile sprites, which probably never happens, but oh well.
- Fixed: crash that just sort of happened randomly to a bunch of people, but its fixed now.
- Fixed: merchandise flag not cleared when you go downstairs
- Fixed: backwards conditional logic on ranged monster attacks means that monsters were not consistently casting spells; fixing this makes the Dungeon 95.2% nastier.
- Fixed: Current Active Skill crossing over between new games
- Fixed: small sconce appearing where a small sconce should not appear in the bath level
- Fixed: knightly leap now operates in all correct chess positions.
- Fixed: shops spilling out of their rooms.
- Fixed: broken berserk description.
- Fixed: perception skill should not promise that you can see through walls when, in fact, it will not let you see through walls.
- Fixed: doors with wrong orientation connecting rooms.
- Fixed: Anvils of Krong spawning in hallways for no good reason.
- Fixed: crash when killing Brax and then going back to loot the store.
- Fixed: auto-fill eats items if you have multiples.
- Fixed: BBQs/minifridges now maintain state across saved games.
- Tweaked values of Berserk skill.
- Tweaked Duck and Cover armour values.
- Tweaked Perception to be more useful.
- Nerfed Obvious Fireball.
- Ammo recovery rates for thrown weaponry and crossbow bolts now much higher.
- A lot more filthy, awful tweaking.
- Permadeath now deletes your save game files on your death, as opposed to when you load the game.
- Added, and clarified, the warning text on the Just Quit button.
- Added toggle that reverses behaviour of CLICK and SHIFT-CLICK on items.
- Added the Auto-Looter 9000, by BraxCo.
- Added automatic save support; the game will now automatically save before going up and down stairs. (Note: your autosave will be deleted if you die in the case of permadeath; the auto-save is also only accessible if Crash Recovery Mode is active.)
- Added support for total music disabling (via Steam parameter -nomusic.)
- Added fifty-three new achievements. (These are live so we can test them; go see what you have to look forwards to.)
- Added some new crafting stuff.
- Added steak grilling.
- Added interface for key configuration.
- Added a Quick Sell interface for rapidly selling your loot to Brax.
- Rewrote the save game format so we can add items without breaking everything. (Oops.) (This may also break current save games, although we tried our hardest to make sure this isnt the case.)
- Steam Overlay now works; run the game with -opengl as a parameter in the Steam Advanced settings to try this. (This is experimental.)
- WASD can now open doors and attack monsters. This is a toggleable behaviour.
- Added an XML based, human-readable configuration file to hold all the new options.
- Smooth scaling is now saved between playthroughs.
- Fun with Aqua Vitae.
Thanks for sticking with us while we put this together; we know youre all patiently waiting. As soon as were confident that this will make life better, and not worse, well push it out to you.
I like it a lot more than Shiren. But I was never a big Shiren fan in the first place.PixyJunket said:Hey now, that's much better. I was wondering why a game like this had less then ten achievements.
Does this game compare well to the Shiren/Torneko games?